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Sliding Scale of Cooperation vs. Competition

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When designing a multiplayer game, whether tabletop or computer, the rules may allow/encourage different levels of cooperation and competition between the participating players.
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Munchkin: Even though two players are allowed to team up to beat a monster together, both ultimately only look after their own interests. And only the first player to reach Character Level 10 wins.
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Counter-Strike: In the popular mod "Gun Game", even though players belong to one of two teams (like in the vanilla game), and most servers are set up so that players can't hurt teammates, or else so that players are punished for hurting teammates, there is little incentive to work cooperatively, since only one player wins the Gun Game, and does so by getting as many kills as possible, which encourages kill stealing.
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The "Bioterrorist" variant from the Pandemic supplement "On The Brink". One of the players is a bioterrorist who is trying to spread the disease that the others are trying to stop.
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In the Community episode "Digital Estate Planning", the study group plays a super-immersive video game with VR helmets, 8-bit graphics, and Wide-Open Sandbox complexity. The game was designed as a free-for-all with the first person to reach the end winning the Hawthorne fortune. However, the study group almost immediately decides that Pierce is the rightful heir and they cooperate so that he can win it. Then they find out that there is another player who is competing against them so it ends up being a team competition.
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Friday the 13th: The Game: One player is the supernaturally-empowered Jason Voorhees out to kill all the camp counselors, the rest are counselors who have to work together in order to escape the map.
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The Jackbox Party Pack: "The Devils and the Details" from Party Pack 7 revolves around a family of devils trying to live like humans in a suburban neighborhood. Players must work together to complete chores (including "challenge tasks" themed around a typical human activity or stock sitcom plot) and meet each day's quota of "family points", while also boosting their personal scores with "selfish tasks". Too much selfishness will cause a family emergency that drains points from the family score, and which everyone will have to deal with before they can get any more chores done. If players miss their quota too many times (or on the third and final day), the game will end prematurely with a loss. If they succeed, they're graded on their overall performance and the highest-scoring player is awarded the title "World's Bestest Demon".
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Journey (2012): The goal is to reach the mountaintop, and while you and the Companion (another, randomly connected player online) can help each other by recharging each other's scarves, nothing prevents you from wandering off on your own in opposite directions.
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The Legend of Zelda: Tri Force Heroes took a note from its predecessor (see "Emergent Competition" below), and requires cooperation between all three Links in order to beat every stage. Instead of grading players individually, all rewards except for the material gained at the end are shared between the three players. The game also discourages griefing by making it so all the Links share the same heart pool, allowing players to blacklist griefers, and, if they disconnect, rewards the other two players compensation rupees for the griefer wasting their time.
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Risk: The basic rules neither prohibit, nor encourage player alliances, which means that they are formed and broken just as easily in gameplay, since only one player can win (by eliminating every other player from the map).
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Arkham Horror: The players lose if the Ancient One awakens and win if they manage to prevent it in time.
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Luigi's Mansion: Dark Moon: In the multiplayer mode "Scarescraper", players work together to reach the goal on each floor. At the end of each floor, a bonus game occurs in which players race to collect red coins before a short timer runs out. If all four red coins are collected, a bonus item is given to one player. Each player has a chance to receive the item, but the chance is greater for a player who collected more red coins. So players typically compete to individually collect as many red coins as possible, while still allowing the team to collect all four.
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Dead of Winter puts players in the shoes of Zombie Apocalypse survivors who must cooperate to survive in various disaster scenarios. In addition to a group goal, each player has a secret agenda, assigned randomly by drawing cards—and while some of them can run contrary to the group goal, one available agenda is explicitly the Traitor who can only win by ensuring others' loss.
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New Super Mario Bros. Wii: There's ostensibly little reason not to cooperate, as the game gives out as many powerups as there are players and there's no real reward for Griefing. However, Video Game Cruelty Potential is taken further, as the slightest bump can send another player into a Bottomless Pit, and it's all-too-easy to accidentally take an extra powerup that gives you nothing but meaningless points but screws another player out of an extra Hit Point. On the OTHER hand, as long as one player remains alive, they can revive dead teammates ad nauseam. Four-player matches tend to careen wildly from one end of the Sliding Scale to the other, from a free-for-all of players killing each other off in a never-ending cycle of revenge, to cheering for the sole remaining player to stay alive long enough to revive the rest, only to go right back to stabbing each other in the back as soon as possible.
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Battlestar Galactica (the board game based on the eponymous series): One or more of the players are secretly Cylon agents and must hinder the human players in their tasks. During long space jumps, the loyalty cards are dealt again and the previously loyal human players may join the Cylons. Unmasked Cylon agents continue the game as explicit enemies.
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At the end of a LittleBigPlanet level, the scoreboard counts up who got the most points, so people may be inclined to go for the points instead. Alternatively, some levels may tip the scales in other directions instead, but mostly in the community.
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Mario Kart (excluding the team-modes that exist in certain titles) all players are on their own. You don't want anyone to take first place except you, so you will likely want to strike anyone and everyone in front of you with whatever items you gain. Even if two players coordinate to take out the person winning, they'll inevitably want to take each other out at some point to win.
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Elsword: The game automatically marks players who don't contribute much in dungeons for a kick vote. In theory, this prevents AFKing players and nudges the rest to contribute in the dungeon play, but as a side effect, players try to out-contribute each other, creating endless discussions of "the best PVE character" and lots of character rebalance updates, and forcing players to get better gear. Essentially, it turns PVE play from cooperative to competitive.
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Small World: Everyone fights everyone for the place under the Sun and the player with the most points after N turns wins.
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Betrayal at House on the Hill: The game starts out cooperative until roughly a third of the way through the game, at which point a traitor is randomly assigned, meaning that not even the traitor knows they're the traitor until this point. In most scenarios the traitor is revealed right away, but occasionally their identity is kept a secret.
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Super Mario Bros. 3: Playing two-player is advantageous because upon losing all your lives, you only have to replay the levels in the world that you initially beat note  In a single player game, you had to replay all the levels in that world if you lost all your lives — only being able to skip levels if you managed to clear a fortress along the way; the levels beat by the other player will stay cleared unless he gets a Game Over as well. Other than that, however, it's just a hot-seat mode in which players take turns tackling levels exactly as they would in single-player, and they can even steal each other's turns and cards by engaging in battle between levels.
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Dynasty Warriors: In the co-op, both players have the same goal but invariably compete with each other for higher kill counts.
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Dead by Daylight: One supernaturally-empowered killer versus four cooperating survivors who have to escape.
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The parlor game Mafia and its derivatives, The Werewolves of Miller's Hollow and Werewolf (1997): All players are "citizens" (UM) but some are additionally mafiosi/werewolves (IM). During the night phases, the latter eliminate one citizen from the game; during the day, everyone votes to eliminate a suspected mafioso/werewolf. The IM wins if they comprise a half of the remaining players; the UM wins if the entire IM is eliminated.
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Secret Hitler introduces a twist: Players are liberals (UM) or fascists (IM). One player, however, is Hitler. While Hitler is on the fascist team he does not actually know who else is, making him the only uninformed player in the minority. The other fascists (who know everybody's roles) have to subtly communicate to Hitler that they are on his team.
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In Among Us, a team of Ambiguously Human astronauts must complete a series of tasks in a sci-fi scenario (a moon base, a starship, or a space station). However, one to three other players are Impostors who must kill off the other players without getting caught. The Impostors win if they kill off Crew Members until the Crew no longer have a majority, or sabotage the station without the Crew repairing their sabotage in time; the Crew Members win if they complete all their tasks (and dead Crew can still finish their tasks as ghosts) or catch and execute all the Impostors.
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Shadows over Camelot: The Traitor is determined at the start of the game by drawing so-called "loyalty cards"—though it is possible that no player draws the traitor card in a given game. If exposed, the traitor cannot continue to play normally but can still play mean tricks on the others, turning the game into an explicit Asymmetric Multiplayer competition. For groups of three players, it is recommended that the players don't check their loyalty cards until several turns into the game to give the loyal ones a head start.
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Diplomacy: The players are encouraged by the very nature of the game to form alliances among each other but these are not enforced in any way by the rules, and only the first player to control over half the board wins.
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Carmen Sandiego's ThinkQuick Challenge: In multiplayer mode, players work together to complete the mission, but they also compete amongst themselves to get the highest score and to be the one who captures the thief.
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Teenage Mutant Ninja Turtles beat'em-up games such as Teenage Mutant Ninja Turtles: The Arcade Game, Teenage Mutant Ninja Turtles: The Manhattan Project, and Teenage Mutant Ninja Turtles: Turtles in Time: Players team up to walk to the right and beat on Foot Soldiers and other baddies, but gameplay is not significantly different than single-player and no particular coordination between players is required.
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Settlers of Catan: The first player to reach 10 score points wins the game.
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Mice and Mystics is an atypical Dungeon Crawling board game that dispenses with the Game Master. Instead, all players must work with each other against the Game System (which simulates the GM's typical duties, such as moving enemies and randomly placing traps) and odds that are stacked against them.
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The Legend of Zelda: Four Swords Adventures: Players interact simultaneously in a shared environment, moving from one room to the next, trying to reach the end of each level. But at the end of each level, a score is given and players are rated based on items collected, damage taken, and enemies defeated, and a "winner" is declared.
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The Splatoon games have players matched on 4v4 teams. Taken even further during Splatfests, where all players in a region of the world specifically pick one of two teams (three teams in Splatoon 3), and every victory helps their specific team possibly win the Splatfest of their world-region. Once a team is chosen, you cannot switch sides for the entirety of the 72 hour Splatfest.
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Kirby and the Forgotten Land has the Help Wanted minigame, that can be played in co-op. Whoever gets the most points is the winner, but a draining meter enforces that both players serve their customers quickly for if it runs empty, both players lose.
 Sliding Scale of Cooperation vs. Competition / int_c08f5913
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In DEFCON, players may form and break alliances at-will, but there is only one winner per game. In one mode, the whole world starts the game in a single alliance, yet this peace is all but guaranteed to fall apart in minutes because alliances have nearly as many downsides as war.
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Diablo. Multiplayer plunks the players into a shared dungeon, but there is no particular advantage to sticking together and combining efforts rather than splitting up and tackling the enemies separately, meeting up occasionally to trade loot.
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The Mole. A team of players tries to win contests in order to add money to the pot. However one of the players is The Mole, who is doing his/her best to cause the team to lose contests. Each week one of the players is sent home. Whoever is the last player remaining (other than the Mole) gets what's in the pot.
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Mario Kart Tour: Some races split the players up into two teams, with an overall winner being declared between the teams based on the average placement of each team member. However, the players' scores (which are the main things that matter in terms of rewards) are still determined individually, with no benefit for being on the winning team. Therefore, in practice team races are basically still free-for-alls, with the added complication of certain items not affecting your teammates as easily.
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Many Dungeon Crawl boardgames (e.g. HeroQuest, Descent: Journeys in the Dark, Super Dungeon Explore) feature a Game Master who controls the monsters and is actively pitted against the players, as opposed to the "In-game conflict, out-of-game fun" of role-playing games.
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Fiasco: The goal of the game is to create a cohesive narrative of people's lives going down the drain, and players are encouraged to cooperate in making each other's characters as miserable as possible.
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Flash Point: Fire Rescue: The players must coordinate their movements and actions across the burning house to get enough victims out of the fire before the house collapses.
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In Monopoly, de facto alliances are likely to occur as players are more likely to offer better trading terms to those they perceive as less of a threat. While the rules prohibit lending money between players or offering "free passes" to land on property without paying, there Ain't No Rule against giving another player a gift which just happens to be the exact amount they owe you in rent, which they then pay back to you, nor against promising to make such a gift in the future in exchange for concessions in the present. Of course, the fact that these agreements aren't bound by the rules of the game also means that there Ain't No Rule against breaking such agreements, and any alliances are by definition temporary, as there can only be one winner.
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World in Conflict is a rare Real-Time Strategy with team-based multiplayer: In each multiplayer mode, eight USSR players are pitted against eight U.S./NATO players to gain control over the map. Crippling Overspecialization and Tactical Rock–Paper–Scissors force players to cooperate closely within each team.
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Starcraft 2 has the Co-op mode where two players complete objectives against the AI. You can completely ignore your ally's base as you compl-... oh never mind, when their base falls, you also lose the game. You better make sure to focus on helping both of you, because if your ally loses everything, you lose too.
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The same is true of the Final Fight and Streets of Rage series, as well as most other entries in the genre.
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Left 4 Dead: Coordination with your teammates is a must because you're constantly being attacked by Special Infected who can disable you and kill you dead if you don't have somebody watching your back. Wander away from the group? You're dead. Ignore your teammate who just got pinned to the ground by a Special Infected? He's dead, and now you're dead because he wasn't around to save you when the same thing happened to you.
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The following is a list of statements referring to the current page from other pages.

 Sliding Scale of Cooperation vs. Competition
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Game Tropes
 Sliding Scale of Cooperation vs. Competition
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Sorting Algorithm of Tropes
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
 The Captain Is Dead (Tabletop Game) / int_85e3a7ff
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Sliding Scale of Cooperation vs. Competition
 The Republic of Rome (Tabletop Game) / int_85e3a7ff
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Sliding Scale of Cooperation vs. Competition
 Aion (Video Game) / int_85e3a7ff
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Sliding Scale of Cooperation vs. Competition
 Carmen Sandiego's ThinkQuick Challenge (Video Game) / int_85e3a7ff
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition
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Sliding Scale of Cooperation vs. Competition