Facebook PixelA multiplayer game in which two strangers optionally collaborate, then never see each other again
Brainstorming
Tour
Brainstorming
Create newCreate new
EverythingEverything
ChallengesChallenges
IdeasIdeas
Idea

A multiplayer game in which two strangers optionally collaborate, then never see each other again

Image credit: Robot Rabbi

Loading...
Darko Savic
Darko Savic Oct 14, 2021
Please leave the feedback on this idea
Originality

Is it original or innovative?

Feasibility

Is it feasible?

Necessity

Is it targeting an unsolved problem?

Conciseness

Is it concisely described?

Bounty for the best solution

Provide a bounty for the best solution

Bounties attract serious brainpower to the challenge.

Currency *
Bitcoin
Who gets the Bounty *
Distribution
An online multiplayer game in which one player starts weak, without any armor or weapons. His randomly assigned teammate is armed and strong but is under no incentive to help or defend the teammate. After the level is done, they are unlikely to see each other again.
The armed player can opt for altruism or selfishness (no punishment or reward either way). The unarmed player can sharpen his negotiation skills by trying to convince an occasional uncooperative teammate to help/protect him.
Why?
  • Learn that there are different kinds of people in the world and appreciate the difference.
  • You can try different roles. The only cost is how each makes you feel.
  • Learn to see others’ shortcomings with supportive eyes. Hopefully, you will be greeted with the same kindness when the roles get reversed.
  • Have fun doing (or not) stuff for others.
  • Experience ocassional sociopathy first hand.
How it works
Player A is weak. His mission is to roam the enemy's territory and forage for parts and weapons to build an armed exoskeleton. He pulls a trailer on which the exoskeleton is built (but can't be used during the level). He has to hide/run from the enemy. If caught, he cannot defend himself.
Player B is wearing an exoskeleton and is capable of defending against the enemy. Both players are unofficially on the same team, but player B has no incentive or obligation to help player A. Both players know that there is no reason why player B would help player A.
Both players see each other on the map. They can chat. They get notified when one of them is under attack.
Player B passes the lever either way. He is basically just collecting points killing the enemy.
Room for altruism with player A
Player A can't pass the level unless he builds a sufficiently advanced exoskeleton and pulls it into a difficult-to-access extraction point. He can choose to build an amazing exoskeleton (at no extra points) or one that barely passes the level.
In the next round, player B finds himself in the role of an unarmed forager that has to assemble the next exoskeleton. In the next level, the previous player A's completed exoskeleton is used by some other random person that plays against player B.
In the next level, player A gets an exoskeleton that was made for him by another random player.
In summary
You first help a stranger pass the level even though they are building a weapon that will be used against you in the next round. You then rely on volunteer protection from a stranger that finds himself on your team. When it's your time to build, you can go out of your way and build a great exoskeleton for someone else to enjoy or one that barely passes the level. The gameplay largely depends on people's personalities.
1
Creative contributions

If your teammate is a bad person you can build a great weapon for his next opponent

Loading...
Darko Savic
Darko Savic Oct 14, 2021
If your teammate is a bad person you can go out of your way to build a great exoskeleton for his future enemy in the next round.
Please leave the feedback on this idea

Add your creative contribution

0 / 200

Added via the text editor

Sign up or

or

Guest sign up

* Indicates a required field

By using this platform you agree to our terms of service and privacy policy.

General comments

Loading...
Shubhankar Kulkarni
Shubhankar Kulkarni3 years ago
Great idea! If player B (with an exoskeleton) helps player A build the exoskeleton and carry it to the extraction point, player A may choose to give some advantage to player B for the next round. For example, since player A builds the exoskeleton for player B's opponent in the next level, player A can choose to plant a bug in the exoskeleton or a weak spot that requires fewer shots to breach or a blind spot from where the opponent can attack. Some kind of help that will be advantageous for player B (who was altruistic) in the next battle.
What is player B loses their life while trying to help player A? Do they get another life? Or the exoskeleton constructed by that player?
Please leave the feedback on this idea
Loading...
Darko Savic
Darko Savic3 years ago
Shubhankar Kulkarni If a player loses their life in the game, there would be standard options. Either they respawn and start again or another random player takes their place. I haven't thought that far:)
Please leave the feedback on this idea
Loading...
Shubhankar Kulkarni
Shubhankar Kulkarni3 years ago
Darko Savic Dying performing the altruistic act (saving the other player) should be rewarded in a better way. However, simply dying and asking for rewards should be discouraged. Therefore, if player B dies and player A completes the task and if player A agrees that player B helped, then player A can go to the next level. If they die without helping player A, they respawn at a previous level. If they do not help, they respawn at the same level. In the game, we need to reward a "good gamer" as well as the "altruistic act". The hierarchy of rewards should be in this order: 1. Good gamer and altruistic. 2. Bad gamer but altruistic. 3. Good gamer but not altruistic. 4. Bad gamer and not altruistic.
Please leave the feedback on this idea