02-21-2011, 12:26 AM
The idea of a Co-op mode in Amnesia is truly intriguing, but to construct the fear and terror when you're not alone demands a lot of work and great ideas, because the fact is, you are more afraid when alone and feeling isolated. And maybe needless to say but, the implementation would have to be superb. But in horror games, implementation is everything.
For example, you have an idea of causing fear to the players by making them worry about each another whether everything is well or not. You could make them walk side by side and encounter the horrors together, or make them deliberately lose track of each another multiple times trough the game, or even trough the entire game(and of course the latter is preferable for more intense fear). But the idea of worrying about the other player really doesn't work by itself in a game in my opinion, even if you can do a lot things to fortify it(make the in-game microphone signal between the players stutter when danger is soon to occur to the other player, but the players won't know which one is going to face it etc.) But it really doesn't cause any fear for the other player, just for yourself, because it is just a game after all. Then we perceive, the idea what we had figured for the co-op mode, is just a way to go round the fact that you aren't alone playing the game. And then we are striving again for the fear of being isolated and alone like in the single player when making the co-op mode.
But I do agree that it certainly could be a lot of fun to play with a friend! The things like you lose the signal to the other player when he goes too far, or something bad occurs is great. Think of a situation for example when you haven't heard anything about the other player for a couple of minutes... first the signal started to stutter and went completely dead after a while. You are walking down now completely alone without any knowledge of the other player in a dark corridor, you see something in the distance, as you advance you start to notice it looks like a human corpse, it's your friend's character. You bypass it, becouse you can not do anything, but right after it, the corpse turns into an unspeakable being and starts to chase the other player with horrifying and terror affecting music playing. After the situation you gain the signal again to the other player, and notice nothing even happened to the other player. He was just too far away, or faced his own horror at the same time. I hope this post didn't come out unreadable, since english isn't my mother language.
For example, you have an idea of causing fear to the players by making them worry about each another whether everything is well or not. You could make them walk side by side and encounter the horrors together, or make them deliberately lose track of each another multiple times trough the game, or even trough the entire game(and of course the latter is preferable for more intense fear). But the idea of worrying about the other player really doesn't work by itself in a game in my opinion, even if you can do a lot things to fortify it(make the in-game microphone signal between the players stutter when danger is soon to occur to the other player, but the players won't know which one is going to face it etc.) But it really doesn't cause any fear for the other player, just for yourself, because it is just a game after all. Then we perceive, the idea what we had figured for the co-op mode, is just a way to go round the fact that you aren't alone playing the game. And then we are striving again for the fear of being isolated and alone like in the single player when making the co-op mode.
But I do agree that it certainly could be a lot of fun to play with a friend! The things like you lose the signal to the other player when he goes too far, or something bad occurs is great. Think of a situation for example when you haven't heard anything about the other player for a couple of minutes... first the signal started to stutter and went completely dead after a while. You are walking down now completely alone without any knowledge of the other player in a dark corridor, you see something in the distance, as you advance you start to notice it looks like a human corpse, it's your friend's character. You bypass it, becouse you can not do anything, but right after it, the corpse turns into an unspeakable being and starts to chase the other player with horrifying and terror affecting music playing. After the situation you gain the signal again to the other player, and notice nothing even happened to the other player. He was just too far away, or faced his own horror at the same time. I hope this post didn't come out unreadable, since english isn't my mother language.

And yes you are right, things like punishing the players for making too much noise, cutting of the microphone, and to make the players work together becouse the other one has light, map etc. are truly needed to make the co-op mode worth doing, since I can't help thinking if we can just speak on microphones and play singleplayer what do we need the co-op for? It clearly has to be an different kind of experience. But like I said before, it almost has to go to the point that players are alone most of the time to truly be scared. And it will resemble the singleplayer a lot. Or I might be just too narrow-minded to believe that a game could make the players afraid even when they are together in the game, but still I think it can be done with a good balance between the team parts and the parts being alone.