miércoles, 28 de septiembre de 2011
Hablando con Diseñadores: David MacKenzie
Speaking with Designers: David MacKenzie
I was a little concerned that we might overtax the Kickstarter community with two projects running at once, but it turns out that was not a problem, after all. Combined, the Sunrise City and Alien Frontiers:Factions projects have over 1500 backers and more than $75,000 in pledges. My brother predicted 2,000 backers and $100,000 in pledges, but I'm not sure we can hit that with only one week remaining.
What stands out to me about the games, and got me onboard with a pledge, where the themes. Especially with Sunrise City, putting a vision together and executing it on the board seems great. How are game mechanics and theme developed in Clever Mojo's games?
Alien Frontiers: Factions was developed by the game's original designer, Tory Niemann, after the original game was released, and I believe that most of the elements were designed in response to comments made by the gamers who love the base game. Almost from the beginning, there were requests for a fifth player, so we developed rule adjustments that would allow that. Similarly, players thought that the open knowledge scoring made the game susceptible to king making, leader bashing, and analysis paralysis. We added the Agenda cards to allow some secret scoring potential so you can't really be sure who to bash or who to crown. This may also take some of the pressure off of making "the perfect play". The new Alien Tech cards continue the creative additions that we started with the previous Space Crane and Mind Control Helmet cards. The Factions boards, for which the expansion is named, were aimed at improving the re-playability of Alien Frontiers. Each Faction board gives the owning player a unique ability and allows a new ability that any player can utilize for a cost. The drafting selection system we use means that players will have different faction combinations in play every game, mixing up the options and strategies each time you play. We plan to support the Factions expansion with ongoing Faction Pack boosters that will introduce new Factions, new Agendas, and more Alien Tech. Alien Frontiers will definitely be a living and evolving game.
I like that both games seem to have very balanced ways of scoring. That is, one bad move won’t doom you and a player can recover from a bad start and not just hope to be lucky. That said, AF uses dice. Did you ever think about reducing that element while designing?
Dice were the driving force in Alien Frontiers right from the start and we embraced that chaos in the game design. The dice provide a leveling influence where an unskilled player can get lucky rolls and an expert gamer can have unknown obstacles to overcome. However, there are lots of ways to control the dice through the Alien Tech cards. The dice manipulators and dice reusers give the players the power to make a bad roll into something better. With Sunrise City, it was just the opposite. We knew from the start that dice would have no part in the game. Randomization is introduced through the random drawing of zone and building tiles, and in the drafting and use of the role cards. Beyond those factors, players have absolute control of how they develop the city and advance their scores.
Finally, board games are growing but are not yet at a point where you can just grab a great title off any shelf. What do you think could happen so board games grow beyond its current scope and find a way into more people's homes?
Many people still look at board gaming as a kid's activity, so doing more to show the family and adult aspects of board gaming will help to advance the hobby. Consider taking Alien Frontiers to the mall or coffee shop to play. Take Sunrise City to the library or café. Let new people see the fun and puzzle solving aspects of modern hobby gaming and we'll get more and more people involved. Gaming is more than just Monopoly and Scrabble; we just have to show the public how much more there is.
viernes, 23 de septiembre de 2011
Speaking with Designers: Chris and Cherilyn Kirkman
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Dice Hate Me is a fantastic blog and an even more fantastic name for a blog. They write some fine articles and do great reviews. Now, they can add design fun games to their cap. Carnival is a set collection game where the dice determine which actions you can take every turn. There's a campaign going on over at Kickstarter that's still going strong and I suggest you check it out before it ends on October 2nd. Chris and his wife Cherilyn, who designed the game, talked to us about Carnival, player personalities and of course, dice.
Dice Hate Me is a fantastic blog and I think I’ve gone over every post. Going from writing about games to making them, was that part of the plan all along? If so, sneaky.
Thanks! I'm really glad you like Dice Hate Me. I have always had a passion for board games, and I created the site as a place where I could share that passion. I'd like to say that I had the foresight of creating the site to help me achieve my dream of publishing board games, but that would be giving me way too much credit! Although my plan for a couple of years has been to publish some of my designs (and now, Cherilyn's), that was definitely not part of the Dice Hate Me plan - but it has been a wonderful side-effect!
Dice Hate Me is an extension of all my passions, really - games, writing, design, photography. Making board games is a natural progression that combines all those things, as well. I am very lucky in that the fans of Dice Hate Me responded so well to our first project, Carnival. Without them, it is very doubtful that we would have garnered even half the support that we have for the project.
There are many successful abstract games out there in board gaming land but Carnival has a strong theme to it. Could your game BE your game without the theme?
That's a tricky question, as you can strip many games down to their base mechanics and they will still function. You could definitely do that with Carnival - the base mechanics and gameplay would support a generic, abstract theme. However, would Carnival be as attractive or as successful as an abstract? Probably not.
When Cherilyn was hit with the inspiration for Carnival, the theme came first. The mechanics wore born from her desire to build a game where people were constructing a carnival. As we developed it, that theme was ever-present in any changes we made. I introduced the concept of the Tickets, and that's pretty much what we called them from the beginning. Even the Dice Actions tableau was created out of a desire to evoke a carnival game feel. That development and design aesthetic is definitely a part of both of us, as we love games with fun, interesting and immersive themes.
Some Dice just seem to hate people, as you know. For those players, how should they approach Carnival?
Honestly, they should approach Carnival with confidence. When Cherilyn first showed me the base mechanism of the game (roll dice, get cards) I groaned a bit because I just knew that I was going to end up getting trashed almost every game. Ironically, because of the tactical choices that you make each turn in choosing the right dice, I ended up with an impressive win record in those first few rounds of playtesting. As the game progressed through development, those wins continued because I was able to make the best out of each die roll through wise action choices and careful use of the powerful Tickets.
The great thing about rolling the dice in Carnival is that it's rare to have a roll that is useless. Almost every roll on every turn can net you a card from somewhere, be it the deck, the discard pile, or another player. Certain Dice Actions become more useful at various stages of the game, but players rarely are without useful options, especially if they're willing to spend a Ticket to alter those sometimes-pesky dice!
I really liked the post you did on the different types of gamers you encounter. Is potential player personality something you consider when designing a game?
Yes, even though that may be a secondary thought in design. For instance, with Cherilyn's base design for Carnival, there was a worry about "Sally Thinksalot" - that player with crazy analysis paralysis that has to consider every option in a game eight times before making a decision. So we massaged the mechanics a bit to help speed up the decision process. By speeding gameplay along a bit, we also hoped that any "Johnny Adderall" in the group - the player who can't sit still or pay attention if it's not his turn - would not be as distracted, holding things up for players at the table. The Tickets were introduced with the desire to help out players with bad dice karma (or simple unfortunate choices), keeping them from being obliterated by "Clover Leaf" - the world's luckiest gamer. And yes, she does exist. I game with her regularly, and she wins. By accident. A lot.
There are a lot more types of gamers that we know, game with, and love, and those gamer types will continue to influence our thought process during design. Look for a sequel to that article you mentioned on Dice Hate Me soon!
I’m a big promoter of the benefits of gaming, not just for fun but other applications like pedagogical ones as well (I’m a psychologist, btw). What do you think Carnival brings to the table in that regard?
Carnival, like many board and card games, nurtures tactical and critical thinking. Every turn, players are forced to make the best decision they can, based on the dice rolled, to gain the cards they need to bring them closer to victory. There is also a fair deal of risk management involved; if a player doesn't get quite what they need from the dice, they must decide whether to risk using a Ticket to alter the dice rolls, or hold onto them for later. Of course, there may not be a later!
The team variant for Carnival also teaches competitive/cooperative balance. It's a very different dynamic than the typical free-for-all where every player is going for the personal win. When playing in teams, players have to now decide whether its best to take from the opposing team, or take a chance in taking something useful from their teammate. It may not necessarily benefit the team in the short term, but the long-term payoff could mean the difference between winning and losing.
There is also a great social dynamic in Carnival, and that includes measuring the intent of your opponents. Many times it's fairly obvious if you have a card that an opponent needs and they're going to swipe it from you at any given chance, but there can also be some opportunity for quiet subterfuge, or boisterous posturing. It can be a lot like poker, so gamers often have to work on that perfect game face!
Carnival has exceded your expectations, donation wise, what’s next for DHMG? Where do you go from here?
Yes, as I mentioned before, the support we've received from our backers for Carnival (http://www.kickstarter.com/
Dice Hate Me Games' next big release is VivaJava: The Coffee Game, by T.C. Petty III. VivaJava is a Eurostyle game for 3 to 8 players that features various paths to victory, and a unique forced cooperation aspect. Each player takes on the role of a coffee magnate, searching the globe for that perfect blend to sell on the market. In order to make that blend, each player will have to decide each round whether they want to go it alone, researching for victory points and special abilities, or work with other players, using beans gathered from each player to form a blend. There's much more to the game, and details will be coming soon on Dice Hate Me and on the VivaJava BoardGameGeek page:http://boardgamegeek.com/
I first met - and played VivaJava - at Origins this year, and I was blown away. It didn't take me very long after returning from Origins to make an offer to T.C. to publish the game. Full art development on VivaJava will begin in October. Although we will likely have some funds put away from the Carnival campaign for printing, we will be taking VivaJava to Kickstarter in January to raise the rest of the funds needed for the full print run. We hope to have the game available for Origins 2012, although that will largely depend on our printer!
Cherilyn and I both have other games in development for release in 2012 and beyond. Take the Bait is one that we are co-designing, and it was inspired by a company retreat with a lot of fishing. It is a light, Euro-style tile collection game featuring teams of four whimsical fishermen competing to bring in the biggest catch. The art is already in progress from the very talented Kwanchai Moriya, and we hope to bring it out at the end of 2012.
Beyond that, we have other titles in various stages of development, such as the quick-paced card game Soapbox Derby, and Cherilyn's ode to language, Writer's Block. I have been developing a dark, psychological thriller called Insomnia that I won't give away too much about just yet [editors note: sounds interesting!] . And the big boy on the block is Bulletproof, which I have been working on for over 10 years. It was originally developed as a multimedia game for a company I co-owned in the late 90s, but I approached the design as if it were a boardgame. It's in the prototype stage, and will be hitting playtest groups in the new year.
Needless to say, Dice Hate Me Games has a lot in store - and more than enough to keep us busy! But I hope that we are able to bring many more unique, challenging and fun games to gamers' tables for many years to come.
Hablando con Diseñadores: Chris y Cherilyn Kirkman
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Dice Hate Me es un excelente blog. Lleno de artículos interesantes, evaluaciones de juegos de mesa y un podcast entretenido, ahora puede llamarse creador de juegos de mesa. Su primer juego se llama Carnival, en donde coleccionas cartas y utilizas los dados para elegir acciones. El objetivo es construir los juegos que encontrarías en una feria. Se encuentra en Kickstarter y aún no termina la campaña, por si te interesa darle una revisada. Chris Kirkman, la mitad del dúo dinámico de Dice Hate Me Games, junto con su esposa Cherilyn, platicó con nosotros sobre la transición del sitio, personalidades de jugadores y por supuesto, dados.
El sitio de Dice Hate Me es fantástico y creo que he leído todos los posts. Han ido de escribir sobre juegos a crearlos. ¿Eso fue parte de su plan desde el comienzo?
¡Gracias! Me da gusto que te agrade Dice Hate Me. Siempre he tenido una pasión por los juegos de mesa, y el sitio es un lugar donde puedo compartir esa pasión. Me gustaría decir que tuve la previsión que crear la página me ayudaría con mi sueño de publicar juegos de mesa, ¡pero eso me estaría dando demasiado reconocimiento! Aunque mi plan desde hace algunos años ha sido el publicar algunos de mis diseños ( y ahora los de [mi esposa] Cherilyn), eso no fue parte del plan de Dice Hate Me- ¡pero ha sido un muy buen efecto secundario!
Dice Hate Me es una extensión de todas mis pasiones- juegos, escribir, diseño, fotografía. Hacer juegos de mesa es una progresión natural que combina todas esas cosas, también. Tengo mucha suerte de que los fans de Dice Hate Me han respondido tan bien a nuestro primer proyecto, Carnaval. Sin ellos, sería dudable que hayamos recibido ni la mitad del apoyo que tenemos para el proyecto.
Existen muchos juegos abstractos en el mundo de los juegos pero Carnival tiene un tema muy fuere combinado con él. ¿Podría Carnival SER Carnival sin esa temática?
Cuando le pegó la inspiración a Cherilyn para Carnival, el tema le llegó primero. Las mecánicas fueron creadas a partir de su deseo de hacer un juego en donde la gente estaba construyendo una feria. Mientras lo desarrollábamos, el tema siempre estaba presente en los cambios que hacíamos. Metí el concepto de los Boletos y así les llamamos desde el principio. Hasta la tabla de las acciones con los dados fue creada a partir de ese deseo de invocar la sensación de una feria. Ese tipo de creación y atención a la estética del diseño es parte de ambos, ya que a los dos nos gustan las temáticas divertidas y que te inmersa al juego.
Honestamente, deberían acercarse a Carnival con confianza. Cuando Cherilyn me enseño la mecánica base del juego (tira dados, obtén cartas), me preocupe un poco porque sabía que iba perder casi siempre. Irónicamente, por las decisiones tácticas que haces cada turno eligiendo los dados correctos, termine con un record impresionante en esas primeras rondas de probar el juego. Mientras continuábamos el desarrollo de Carnival, mis victorias fueron constantes, sacándole provecho a los dados con buenas decisiones y el cuidadoso uso de los poderosos boletos.
Lo bueno de tirar dados en Carnival es que es muy raro que un tiro sea inútil. Casi cada tiro de dado te puede ganar una tarjeta de algún lado, sea el mazo, la pila del descarte, u otro jugador. Ciertas acciones de dado se vuelven más útiles en diferentes momentos del juego, pero es raro que los jugadores se queden sin opciones buenas, ¡especialmente si están dispuestos a gastar un boleto para alterar esos dados quisquillosos!
Si, aunque eso sea una idea secundaria en el diseño. Por ejemplo, en el diseño base de Cherilyn, había una preocupación sobre “Sally Thinksalot”- el jugador que con el parálisis en el análisis que tiene que considerar todas las opciones del juego ocho veces antes de tomar una decisión. Así que trabajamos sobre las mecánicas un poco para aumentar la velocidad en la toma de decisiones. De esta manera, esperamos que todos los “Johnny Adderall”- el que no puede poner atención o se distrae si no es su turno- no estuviera distraído, frenando el juego para los demás. Los Boletos fueron introducidos para ayudar los que tuvieran mal karma con los dados (o tomaran decisiones desafortunadas) y que no fueran destruidos por “Clover Leaf”- el jugador más suertudo del mundo. Y si, existe. Juego con ella regularmente, y gana. Por accidente. Mucho.
Soy un promotor de los beneficios del juego, no solo para la diversión pero también otras posibles aplicaciones, como pedagógicas. ¿Qué crees que aporta Carnival en ese sentido?
La variación de equipos de Carnival también enseña el balance competitivo/cooperativo. Es una dinámica muy diferente que el típico todos contra todos donde todos los jugadores compiten para ganar. Cuando se juega en equipos, los jugadores deben de decidir si es mejor quitarles una carta a los demás o arriesgarse a tomar algo del compañero de equipo. Quizá no sea de beneficio a corto plazo pero a la larga puede ser la diferencia entre ganar y perder.
También hay una gran dinámica social en Carnival, que incluye el medir la intención de tus oponentes. Muchas veces es bastante obvio que tienes una carta que ellos necesitan y que te van a quitar en cuanto tengan la oportunidad pero también hay la posibilidad de un engaño calculado o adoptar una postura falsa, como lo harías en el póker. ¡Así que los jugadores deberán de practicar la cara de póker perfecta!
Carnival excedió sus expectativas de donaciones en Kickstarter. ¿Qué sigue para Dice Hate Me Games? ¿Hacia dónde se dirigen?
Si, como mencione al principio, el apoyo que hemos recibido ha sido increíble. Después de pagar los gastos administrativos de Kickstarter y Amazon, las cuotas del procesamiento y distribución así como varios otros costos como prototipos para quienes ayudaron a probar el juego y quienes lo criticaron, vamos a poder cubrir el costo y la impresión de 2,000 copias del juego, así como los extras para quienes apoyaron el proyecto (el dado y la bolsa para los boletos). Todo lo que sobre de eso irá directamente para apoyar futuros proyectos de Dice Hate Me. Pronto saldrá nuestro siguiente juego, Pulsar en The Game Crafter- un servicio de impresión que usamos para hacer los prototipos de Carnival. Si Pulsar es bien recibido ahí, quizá hagamos una impresión limitada del juego en el futuro.
El siguiente juego de Dice Hate Me es VivaJava: The Coffee Game, de T.C. Petty III. VivaJava es un juego al estilo Euro para 3 a 8 jugadores que contiene varias formas de llegar a la victoria y un aspecto de cooperación forzada bastante única. Cada jugador toma el rol de un magnate del café, buscando alrededor del mundo la mezcla perfecta. Para poder crear esa mezcla, cada jugador deberá decidir en cada ronda ya sea hacerlo solo, investigar puntos de victoria y habilidades especiales o trabajar junto con los otros jugadores, usando granos de café recolectados por los jugadores para crear la mezcla. Hay muchos más detalles y pronto las estaremos compartiendo en Dice Hate Me y en la página de VivaJava en BoardGameGeek: http://boardgamegeek.com/boardgame/103660/vivajava-the-coffee-game
Conocí y jugué VivaJava por primera vez en Origins ese año y me pareció increíble. No me tomo mucho tiempo después de eso hacerle una oferta a T.C. para publicar su juego. El desarrollo completo del arte comenzará en octubre. Aunque probablemente vamos a tomar algo del dinero de Carnival para la impresión, llevaremos VivaJava a Kickstarter en enero para recaudar el resto de los fondos necesarios para una impresión completa. Esperamos tenerlo listo para Origins 2012, ¡aunque eso va depender principalmente en nuestro impresor!
Cherilyn y yo tenemos otros juegos en desarrollo para el 2012 y después. Take the Bait es uno que estamos co-diseñando y fue inspirado por una salida que nos invito [la compañía] donde trabajo y pescamos mucho esa vez. Es un juego ligero al estilo Euro de colección de piezas con equipos de cuatro pescadores chistosos compitiendo para la mejor pesca. El arte está en proceso a mano del talentoso artista Kwanchai Moriya y esperamos tenerlo listo para fines del 2012.
Aparte de esos, tenemos otros juegos en varias etapas de desarrollo, tales como Soapbox Derby, un juego rápido de cartas, y un homenaje de Cherilyn a las palabras, Writer’s Block. También he estado desarrollando un thriller psicológico llamado Insomnia del cual no quiero hablar mucho aun [nota del editor: ¡suena interesante!]. Por último, el juego grande que tenemos guardado es Bulletproof, el cual le llevo invertido alrededor de 10 años. Originalmente fue desarrollado como un juego multimedia para una compañía el cual era co-dueño a finales de los 90’s, pero el diseño siempre fue como si fuera un juego de mesa. Se encuentra en la fase de prototipo y lo estarán probando el año que viene.
Creo que queda claro la gran cantidad de proyectos que tenemos preparados aquí en Dice Hate Me- ¡más que suficientes! Pero esperamos poder traerles muchos juegos únicos, divertidos y a las mesas de los jugadores por muchos años.
Speaking with Designers: Kevin Lanzing
Exciting themes are inherently "fun", and firefighting is among the most exciting themes out there. There's the whole "man versus nature" brand of heroism there. In addition, it is a very approachable theme. Almost everybody knows someone who is a firefighter, and depictions of firefighting are as common in prime-time dramas as they are on the nightly news.
Cooperative games are an interesting take on board games. Instead of the usual face to face conflict, you get to fight side by side against the big, bad board. Was the game designed with this in mind from the beginning?
The only reason I can imagine why firefighting hasn't been "gamed" more often is that it is a cooperative undertaking. There's no room for lone wolves on a firefighting team. Until recently, "cooperative gaming" seemed like an oxymoron in the board gaming hobby. Now it is more commonplace.
It's hard to say which came first in my mind - the desire to make a firefighting board game, or the desire to make it cooperative. The two went together like peanut butter and jelly, and once I sandwiched the two I was committed to the project.
Virtually every cooperative game has some sort of "spread the evil" mechanism at work. It could be disease, or monsters, whatever - the game is out to get you, and you've got to defeat it before it defeats you. As an unfeeling, unrelenting force of nature, fire seemed like the perfect antagonist to challenge the players. Since fire is a simple chemical reaction, players won't expect it to exhibit complex behavior. Some simple algorithm could be created to model the spread of the fire. I was interested in realism, but also in creating a dynamic and unpredictable challenge for players. I settled on dice as the key component because dice-rolling felt more natural and "volatile" than cards. Also: cheaper! I originally designed this game as a print-on-demand product available on The Game Crafter. Managing costs was an important consideration.
I personally love coop games but have had some bad experiences in games, where one or two people try and make everyone do as they say, taking away their choice. Does this happen in FP:FR or can it be avoided?
What you describe has been called the "alpha dog syndrome", where the most experienced players try to steer the other players to make the "right" moves. Yes, it could happen in FP:FR, as with any game or activity that rewards close coordination. Novice players are going to make lots of mistakes, which more experienced players are going to correct. The "experience gap" between players is the real issue, and I'd encourage veterans to make use of the "Family Game" mode of play as a tutorial. This is a lot simpler and a bit easier than the Full Game. Veterans can relax and let the novices make their mistakes when the game is not too challenging. Once everyone knows the ropes, the novices will understand enough to contribute meaningfully to the group strategy. This should help to tame the alpha dog problem.
Even with carefully thought out moves, it’s possible that the fire gets out of hand and players could lose. Still, win-lose doesn’t matter as much with a game, for some people. What were your thoughts on player skill vs luck factor when making your game?
It's important to reward throughtful play, but at the same time a game which can be mastered and won over 90% of the time will get stale quickly. A bit of randomness keeps things interesting - this is the essence of nearly every card game. Lots of randomness can be fun, but only when the game is short. I enjoy the occasional game of Fluxx because it doesn't demand much and can be wrapped up in 20 minutes. I'd hate it if it took much longer.
I did a lot of playtesting for this game - over a hundred plays, most of them solo. This is a very easy and rewarding game to play solo, by the way, and most games finish in 20-40 minutes. I began to develop a strategy that worked over 60% of the time on medium difficulty, but true mastery eluded me. Still, I don't think I would have been motivated to play so many times if I always won! Win or lose, the game experience is the thing. My most memorable plays were where our team lost by the thinnest of margins. I find that losing a game is more bearable when everyone else loses with me. Misery loves company!
Some games are simple to learn and some require hours of play or even many games before it “clicks” with a group. That can sometimes be an obstacle for people new to games. Was this a concern for FP:FR?
From the very start I decided that FP:FR should be easy to learn and easy to play. My weekly gaming group plays all kinds of games, but most of my friends and family are non-gamers. I bend over backwards to appeal to all types, because the alternative is that I'm not going to find many people to play my games!
Firefighting is certainly a discipline that requires education and training to perform well and safely. But even little kids know the basics - extinguishing fire, breaking down walls and doors, and carrying the victims out the door before the house falls down. This familiarity with the subject matter aids in teaching the game. All games contain some level of abstraction, but whenever feasible I like to make the game reflect the reality of its subject.
We all have a gaming history. What were some of the games you grew up playing?
My first gaming experiences were with the "classics" - games like Monopoly, Scrabble, and Clue. I enjoyed these games, but never really connected with gaming until I was introduced to Magic: The Gathering in middle school. I continued to play with a group of guys in High School. One of those guys was a Demo Monkey for Cheapass Games, so I was introduced to several light and silly games like Kill Doctor Lucky, Give Me the Brain!, and Lord of the Fries. These games were fun but not much to look at. I think the low production values of Cheapass Games were what inspired me to start designing games on my own - if they could make money doing this, surely I could do better! Sadly, they didn't make that much money and neither did I - but the dream lives on!
What's next for you? Expansions? New game?
I should probably mention that an "expansion" for FP:FR already exists. The "Urban Structures" expansion adds two additional boards, scenarios, and firefighter meeples. This was made available to Kickstarter supporters, but it is still available as a pre-order bonus from www.indieboardsandcards.com.
As for future expansions, who knows? It might be fun to tackle new settings for a fire rescue, from factories to power plants to coal mines. Or wildfires? Or multi-story buildings? I will say that there's no shortage of ideas, but ideas are cheap. If the game really takes off, an expansion of some sort will be inevitable.
I'm not sure its wise to talk about games before they're ready to be released. I will say am almost always working on 2-3 projects at any given time. Also, I try not to repeat myself too often. Whatever my next release will be, it almost certainly won't be a coop.
Thanks so much for talking with us and we wish you much success with your game.
Thanks! I hope you enjoy the game!