Could a coop puzzle advneture game work?
Would you play it?
You mean like Trine?
>>386330118
Uru?
>>386330118
Yes
No
Portal 2?
>>386330710
Something like that, but with puzzles more similar to stuff in Monkey Island or Day of the tentacle.
>>386330118
I don't see co-op puzzle games having replayability and developing into whoever can do it the fastest with new people getting told to fuck off
remember this gem
>>386330813
If it was like an arena shooter and you had to solve them with your team to win it might be interesting
>>386330118
Fuck you. Cook my sausages!
>>386330118
these stock images are related to autism
>>386330991
I thought it would involve you and your buddie/s going around doing arbitery bullshit while collecting junk to solve problems in a zany cartoonish setting.
>>386330118
no
as soon as the game stops being popular it'd be impossible to finish
>>386330813
Guys who ran the game already tell the newbie to press 14211 in the dialogue sections and what items to use on what, getting through the game in a matter of minutes.
There would need to be a lot of certain kinds of random elements instead of established puzzles. Puzzles that have many solutions, and how/when you solve them can lead to different things. Instead of Key Item X only working on Puzzle X, that item could have many uses. You may not necessarily find every item or you have a limited inventory space, having to work with what you can find and carry.
That key obviously could unlock one door or more, but you might figure out some other things to do with it. Maybe you discover the key is magnetic. And then you find a string. Magnet on a string with a wealth of uses... you might not find both in a single run.
A setting like a murder mystery where the killer and culprit differ each time would contribute a lot to the unpredictability that would instantly kill a static adventure game. You have to explore a mansion and the people aren't allowed to leave. The NPCs wandering around are one dozen people randomly picked out of one hundred possible people. The game has established each characters' relation with one another, but since they aren't all there at the same time, the interactions between those who are there can result in unique scenarios. Each character will have a schedule that they follow over the course of the night that can be influenced depending on who is in the mansion and who is the killer.
While you're figuring things out and solving open ended puzzles, more people may die when you aren't looking, you're on the clock.
Unlike FPSes that do the killer v innocent thing like TTT or The Ship which devolves into deathmatches, keep it an adventure game where players will not be the killer, they can't reduce it to such a state. Have to keep it fresh for many playthroughs.
>>386332431
so vidya clue?
>>386332503
In the Adventure Game vein, like Laura Bow and the Colonel's Bequest. There's a lot of stuff you can miss and not solve in the end because the game runs on a schedule, the night passes and everyone does their thing. You can be in the right place at the right time for some things, but not always everything.
You could very well get to the end of this theoretical game's night and not have the evidence necessary to pin down who killed whom.
Idea, In a coop scenario, you could have one player tail a certain NPC while the other goes looking for clues in their room. Maybe that NPC goes somewhere suspicious, or the suspicious thing is in their room, OR they're totally innocent and both of you players wasted their time and another killing took place while you weren't looking.
A game where you can't be everywhere at once, and things rarely happen the same way twice.
>>386330118
Sven Co-op has puzzle levels that require several people to complete.