The Future of Cohabitive games, Selected Ideas

Cohabitive games are games that reckon with the social challenges of coexisting with other agents by maintaining a productive balance of competitive and cooperative relations and by allowing (but not guaranteeing) mutual wins.

Here we compile concepts for games or mechanics that we think are promising and hope some game designer soon deploys. They're mostly board game concepts, for reasons that are explained in the video games section, which also exists, and there are some video game concepts as well.

Actually, a lot of ideas are mentioned in this section of that above linked article, iirc, so read the ones in there.

And here are some more:

Cohabitive games that aren't board games (Cohabitive Video Games)

The physical board game format is less limiting than a video gamer might expect. A boardgame requires the rules to fit in the players' head, but that's also just a pretty decent account of good game design: accessible strategic depth, the laws of those arenas of maximum fun, where we can most easily learn to generate complex strategies, must necessarily be able to fit into the player's head. Physical boardgames also require players to physically get together around a table, but that's also currently the only way to get top quality conversations. Both of these things are really well suited to cohabitive games, conversation is crucial, and negotiation is far more tractable when the rules of the world are simple and legible.

But the board game medium is still somewhat limiting. It imposes constraints on board size, setup procedure duration, and cleanup, and upkeep, and the number of calculation steps involved in scoring rules. This all makes it harder to model real systems. Physical presence isn't the only option, too: VR does promise a quality of shared presence and conversation that digital experiences haven't had before. But VR won't be good enough for this for a few years (it's currently too low-res, or too expensive), and I don't expect it to become ubiquitous enough for VR tabletop games to see wide popularity until a few years after that.

And if we start thinking more in the domain of video games, we can imagine very different kinds of cohabitive games. A lot of online multiplayer games rest on the appeal of their character design. Think of Smash Bros, Overwatch, or League of Legends. Characters' unique abilities give rise to a dense hypergraphs of strategic relationships which players will want to learn the whole of. But in these games, a character cannot have unique motivations. They'll have a backstory that alludes to some, but in the game, that will be forgotten. Instead, every mind will be turned towards just one game and one goal: Kill the other team, whoever they are. MostPointsWins forbids the expression of the most interesting dimensions of personality. So imagine how much richer expressions of character could be if you had this whole other dimension of gameplay design to work with. That would be cohabitive.

When there are VR immersive role playing games, which will be especially intense (for what I consider to be a preview of this, see the Chinese Jubensha scene), it's likely that they will be cohabitive, simply because most interesting relationships between characters are cohabitive, navigating the tension between mutual need and interpersonal difference, trust and betrayal. There needs to be trust before there can be betrayal. If you study cohabitive games, you'll be very well prepared for progress in social games in general.


If you've thought of a neat way of implementing any of these ideas, come talk to us about it in the cohabitive games element channel. We're eager to support you.