I’ve been thinking on this and I believe you could probably account for this with some judicious planning, branch trimming, and location fencing. i.e. Specific decisions made by either player logically override the decision made by the other. This override/failure message would be delivered with the appropriate dialogue and action failure text.
For example, both players are on an abandoned greyhound bus and both have four viable paths:
- Search the bus interior
- See if the bus will start
- Search the under-the-bus storage
- Leave the bus and area altogether
With 4 distinct choices and a sample size of 2, that gives 10 different possibilities (which specific player does what only matters for flavor text variants based on the pov). If each decision point allows 10 different possibilities, things get out of hand very quickly. This ignores the pragmatic difficulties of one player driving off without the other. The possibility combinations are (1/1, 2/2, 3/3, 4/4, 1/2, 2/3, 2/4, 1/4, 3/4, 1/3).
Here's how I might tackle this:
-
1/1) Both search the bus interior together, no conflict.
-
2/2) Both try to start the bus together, no conflict.
-
3/3) Both search the under-the-bus storage together, no conflict.
-
4/4) Both leave the bus together, no conflict.
-
1/2) The bus lurching into motion disrupts the interior search attempt, prompting dialogue and consolidation of both up front. (As bus starts: “Are you out of your mind!? What are you doing!?!” Repeated search attempt: “You can barely hold on right now, you aren’t searching anything just yet”)
-
2/3) The exit door slides shut in the face of the player exiting to check the under-the-bus storage just prior to the bus lurching into motion. (As bus starts moving: “Sorry, Sis. We’re going for a ride!” Repeated under-the-bus search attempt: You should definitely keep seated until the ride comes to a complete stop!)
-
2/4) The exit door slides shut in the face of the player exiting the bus area just prior to the bus lurching into motion. (As bus starts moving: “Sorry, Sis. We’re going for a ride!” Repeated leave attempt: You should definitely keep all limbs inside the vehicle until it comes to a complete stop!)
-
1/4) The player searching the bus interior stops the leaving player, prompting dialogue and an action failure. (Failure Message: “Hold on Sis! I’m not done yet!” It seems you’ll be waiting for Regina. Again. Repeated leave attempt: “Are you done yet? We’re sitting ducks out here!”)
-
3/4) The under-the-bus storage searching player stops the leaving player, prompting dialogue and an action failure. (Failure Message: “Hold on, Sis! We might find something good in this luggage.” It seems you’ll be waiting for Sara. Again. Repeated leave attempt: “Are you done yet? It’s going to get dark soon…”)
-
1/3) Both search each section; you can hear each other through the open bus windows. (In-bus Search Message: As you sift through abandoned purses and coats, you can hear Sara digging through the under-the-bus storage below. “Remember to look for food!” you yell out.)
While the dialogue and message text will vary with each combination and perspective to add color, the actual actions are boiled down from 10 state altering possibilities to 5, which is only 1 more than a single player would have encountered. This effectively trims half of the branches while still making the player feel like they can interact with the world and their partner.
The five state change options:
- One or both search the bus interior.
- The bus starts and both are in for the ride, regardless of whether they wanted to or not.
- One or both search the under-the-bus storage.
- They both leave the area altogether.
- One searches the interior while the other searches the under-the-bus storage.
This is obviously off the top of my head, so mentally improve the dialogue and message text beyond my feeble first attempts. There were other options as well that could be tailored for each location and the player characters’ personalities. In this example, I could have made the leave choice override the other player on either search option (“Regina, we don’t have time for that. Come on.”). I could have also made the bus startable only if both worked together, meaning either search function isn’t interrupted by one player starting the bus (“You search high and low, but the keys are nowhere to be seen. You suspect Sara might not need them.”).
Intentionally designing the game from the outset with an abundance of non-conflicting possible actions in each location would reduce these conflicts further.
What does everyone think?
Also curious if you had to employ similar strategies or consider similar things when planning your game, @MoyTW ?