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Shepherds - cooperating from divergent path: a design exploration
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Content
SHEPHERDS
Cooperating from divergent path: a design exploration
by
Haoyun Zhang
A Thesis Presented to the
FACULTY OF THE USC SCHOOL OF CINEMATIC ARTS
UNIVERSITY OF SOUTHERN CALIFORNIA
In Partial Fulfillment of the
Requirements for the Degree
MASTER OF FINE ARTS
(INTERACTIVE MEDIA)
May 2024
Copyright © 2024 Haoyun Zhang
Dedication
To all my family and friends, whose presence, both in reality and within the
realms of games and art, has shaped me. Special thanks to my parents for their
unwavering support of my dream in game design and development. Their
encouragement fuels my journey.
ii
Acknowledgements
I would like to thank all the members of Team Sheep. Game development is a
complex and challenging process that encompasses design, art, programming, and
sound among other aspects. It is the collective effort and dedication of everyone
involved that made it possible to bring our project to fruition. I am deeply grateful
for the time and energy everyone has invested in my thesis project, Shepherds.
Your collaboration has been invaluable.
I want to extend my sincere appreciation to the entire faculty and staff of
USC Games for providing me the opportunity to lead a project and complete a video
game. Even before my admission, I had the privilege of connecting online with
alumni of USC Games, which led me to join this incredible family. It has been an
honor to meet and collaborate with many like-minded individuals who are
exceptionally talented in the gaming field.
I am immensely grateful to my partner, Robert Li, who has been my
stronghold not only in t game design and development but also in my life. Like an
elder brother, he has taught me immensely, covering aspects both within gaming
and in facing life's challenges.
I would like to express my profound gratitude to my chair committee, Danny
Bilson, who has been a guiding light since my first day. His insights into the fusion
of storytelling with video games have deepened my understanding significantly.
Danny's feedback has always been incisive, enabling me to adjust my course
promptly and refine the integration of gameplay and narrative to a finer degree.
iii
Table of Contents
Dedication ............................................................................................................................ ii
Acknowledgments ............................................................................................................... iii
List of Figures ....................................................................................................................... v
Abstract ................................................................................................................................ vi
Chapter 1: Introduction ....................................................................................................... 1
1.1 About the Project ............................................................................................ 1
1.2 Why Shepherd? ................................................................................................ 3
1.3 Thesis Question ................................................................................................ 7
Chapter 2: Experience and Design Goal ............................................................................. 9
2.1 Character Design ............................................................................................. 9
2.2 Core Mechanics .............................................................................................. 10
2.3 Level Design .................................................................................................... 11
Chapter 3: Prior Art ............................................................................................................. 12
3.1 Sky .................................................................................................................. 12
3.2 Brothers: A Tale of Two Sons .......................................................................... 14
3.3 It Takes Two ..................................................................................................... 16
Chapter 4: Core Mechanics Design Exploration ............................................................... 18
4.1 Activating and Positioning Musical Magic ...................................................... 18
4.2 Collaborative Performance and Completing Music Flow ................................ 19
4.3 Rythmic Repulsion: Freezing Foes to Secure Flow ........................................ 20
Chapter 5: Challenge Beyond Mechanics ......................................................................... 22
5.1 Narrative Design Challenge ............................................................................ 22
5.2 Level Design Challenge .................................................................................. 23
5.3 Tutorial Challenge .......................................................................................... 24
5.4 Production Challenge .................................................................................... 25
Conclusion ........................................................................................................................... 27
Bibliography ........................................................................................................................ 29
iv
List of Figures
1 Cuphead ............................................................................................................. 4
2 A Way Out ........................................................................................................... 5
3 Operation: Tango ............................................................................................... 6
4 Sky: Children of Light ....................................................................................... 12
5 Brothers: A Tale of Two Sons .......................................................................... 14
6 It Takes Two ....................................................................................................... 15
v
Abstract
This thesis paper is a companion to the development progress of the video
game Shepherds. In the cooperative gaming landscape, while most games adopt
symmetric character designs, this study explores the potential of asymmetric
character design, ensuring equal significance of each role. We developed a
cooperative game featuring a shepherdess and a wolf, each with unique skills,
addressing the challenge of character balance and mutual importance. Unlike
games like "Super Mario Odyssey," where character disparities are evident but not
equally significant, our project aims for both roles to be essential and
complementary. A critical challenge encountered during development was level
design, crucial for showcasing each character's abilities while promoting effective
communication and collaboration. Our findings suggest that carefully crafted
character differentiation and innovative level design can balance differences and
enhance cooperative depth and player engagement. This research provides
practical insights for game designers on character balance, player engagement,
and level design in cooperative games, offering a new theoretical perspective on
social interaction and teamwork strategies. It serves as an exploration for future
development in two-player cooperative games, emphasizing the importance of
differentiated character roles and level design in enriching the gaming experience.
vi
Chapter 1: Introduction
1.1 About the Project
Shepherds is a two-player, cooperative musical adventure game with light
puzzle-solving and platforming elements, set on a medieval fairytale-like island. The
story revolves around a young shepherd girl and a mystical wolf who find their
island threatened by a volcanic eruption. By a stroke of fate, they enter the Shrine
of Shepherds, believing that sealing away the Black Dragon, a symbol of disaster,
will prevent the eruption.
In this unique adventure, the young shepherdess named Zoe and the
mystical wolf, Kin, embark on a journey despite their innate antagonism,
representing a complex relationship defined by both rivalry and cooperation. Both
characters are endowed with magical abilities, yet their powers are distinct, leading
to divergent gameplay experiences for the two players. Zoe's gameplay resembles a
musical game, where she uses the power of music to solve puzzles and overcome
obstacles, while Kin's gameplay leans towards platforming, utilizing agility to
navigate through challenges. This disparity in abilities not only enriches the
gameplay but also emphasizes the necessity of collaboration, as Zoe and Kin must
And then write stuff and more stuff and more stuff. Shepherds is a two-player,
cooperative musical adventure game with light puzzle-solving and platforming
elements, set on a medieval fairytale-like island. The story revolves around a young
shepherd girl and a mystical wolf who find their island threatened by a volcanic
1
eruption. By a stroke of fate, they enter the Shrine of Shepherds, believing that
sealing away the Black Dragon, a symbol of disaster, will prevent the disaster.
The narrative unfolds as Kin, the mystical wolf, seizes one of Zoe’s sheep,
sparking a chase. Amidst their pursuit, an earthquake strikes, opening fissures in
the ground into which Zoe and Kin plummet. Unexpectedly, they find themselves
within the Shrine of Shepherds, a sacred place harboring the sealed Black Dragon.
It is here they encounter the Fairy Queen, who reveals to them the potential of their
magical powers. Zoe discovers her magic can influence musical plants, harnessing
musical energy to liberate fairies and purify the temple. However, the task is beyond
Zoe alone, as aggressive plants disrupt the musical flow. Kin, with his ice magic, is
able to freeze these hostile plants, aiding Zoe in restoring the music flow and
advancing their quest to safeguard the temple. Venturing deeper into the temple,
they navigate through perils and ultimately reach the Dragon’s Tower, which was
intended to be the Black Dragon's prison. Upon arriving at the chamber that was
supposed to contain the Black Dragon, they are shocked to discover that both the
dragon and the first shepherd who sealed it have vanished. As it turns out, both had
faded away over time, and the current volcanic eruption was, in fact, unrelated to
the Black Dragon—it was merely a natural occurrence.
Through this story, I aim to convey the power of teamwork, the importance of
personal growth and self-discovery, and the nuances between nature and cultural
myths. The journey of Zoe and Kin, despite their natural rivalry, shows that
cooperation and understanding can overcome any challenge. The story reveals that
2
the volcanic eruption is part of the natural cycle, not caused by the Black Dragon,
emphasizing respect and understanding for nature. Additionally, the adventure,
though it may not end as expected, offers valuable experiences such as forming a
friendship with someone who is completely different in character and abilities. This
highlights that the experiences and challenges themselves are treasures, leading to
unexpected growth and friendships. The story invites players to reflect on the
values of working together, the natural world, personal development, courage, and
the deep bonds that can be formed between friends with different strengths and
personalities.
1.2 Why Shepherds?
When I began my master's thesis, I was deeply motivated to explore and
revitalize the design of two-player cooperative games. A thorough examination of
the market's popular co-op games revealed a recurring theme: many such games,
like Cuphead (Studio MDHR, 2017) and Overcooked (Ghost Town Games, 2016),
feature two characters working closely together, yet these characters often lack
significant distinctions in their roles and abilities. Typically, the only difference
between characters is their appearances, which merely helps players identify
whom they are controlling. This observation inspired me to create a game where
each player character not only contributes in unique ways but also experiences the
game from distinctly different perspectives, enriching the cooperative gameplay
and enhancing each player's engagement with the game.
3
Figure 1
Cuphead
Josef Fares' games stand distinctly apart from others where the player
characters are nearly identical. Before delving into a detailed analysis of Josef
Fares' works and drawing comparisons, I must first express my admiration for Fares'
incredible impact and the significant contributions he has made to cooperative
gaming. As a devoted fan, I have played and completed each of his creations. Each
of his three major titles showcases significant differences between the two player
characters involved. In Brothers: A Tale of Two Sons (Starbreeze Studios AB,2013),
players navigate challenges and puzzles by leveraging the distinct physical abilities,
and even personalities, of two brothers. A Way Out (Hazelight Studios, 2018)
presents the story of a criminal and an undercover cop, whose narrative
backgrounds are entirely antagonistic, further emphasizing the dichotomy between
4
the characters. It Takes Two (Hazelight Studio, 2021) builds upon the strengths of
both games, featuring a married couple on the brink of divorce. This places them in
a delicate relationship where they are adversaries yet must collaborate. The game
mechanics ingeniously assign different abilities to each character in every level,
requiring players to synergize their unique skills to progress.
Figure 2
A Way Out
However, although Josef Fares' games feature player characters with
distinct differences, the foundational controls for these characters remain the
same. Players are essentially maneuvering humanoid characters where, despite
diverging backstories—such as in "A Way Out", where the player characters come
from completely different narrative backgrounds—their basic controls are identical,
encompassing running, jumping, shooting, etc.
5
In the quest for cooperative video games that offer fundamentally different
controls for each player, two exemplary titles emerge as representative cases. The
first, Super Mario Odyssey (Nintendo, 2017), features a dual-player mode where
players assume the roles of Mario and his sentient hat, Cappy. This setup indeed
provides a distinct gameplay experience; however, the game's inherent design as a
single-player experience results in the player controlling Cappy feeling notably less
essential than the player controlling Mario. Cappy serves more as a unique
gameplay mechanic and medium for Mario rather than a fully autonomous entity.
Figure 3
Operation: Tango
On the other hand, Operation: Tango (Clever Plays, 2020) truly affords two
players markedly different gameplay mechanics, as one player takes on the role of a
hacker while the other acts as an agent. Given the game's premise, each player
6
finds themselves in entirely different scenarios, naturally leading to divergent
gameplay experiences for each. This design choice underscores a genuine
commitment to offering players unique roles that extend beyond mere cosmetic
differences, deeply embedding the concept of cooperative play into the game's core
mechanics.
Inspired by the creative spirit of Josef Fares and the distinctive mechanics
present in titles like Super Mario Odyssey and Operation: Tango, Shepherds aspires
to enrich the cooperative gameplay experience by offering each player unique roles
and perspectives. This endeavor represents an exploratory and experimental effort
to gently diverge from the traditional design patterns prevalent in mainstream
two-player games, which often feature similar gameplay experiences for
participants. In scenarios where differences exist, these often lead to unequal
importance of player roles or place them in completely separate scenarios.
Shepherds seeks to tentatively explore and craft a cooperative framework where
the distinct roles of players not only coexist but potentially enhance the gameplay
and narrative depth. It's an experiment aimed at ensuring both players feel equally
significant within the same gameplay scene, albeit from divergent paths, embracing
the uncertainty and potential of this creative journey.
2.2 Thesis Question
My thesis aims to explore a new concept in cooperative game design, this
concept attempts to gently probe and experiment with diverging from traditional
cooperative game design patterns by providing each player with controls and
7
experiences that are fundamentally different. This exploration, filled with curiosity
and an experimental nature, focuses on how such uniqueness in design— including
the fundamental differences in character controls, the equal importance of roles
within the game, and shared gameplay scenarios— can enrich cooperative
dynamics. Additionally, it considers enhancing the emotional depth and complexity
of the story through deepened narratives and personalized development between
characters.
This thesis question acknowledges its own exploratory nature and
experimental boundaries, intending to embrace the unknown. Through the specific
game design experiment of Shepherds, it explores new possibilities and innovative
paths in cooperative game design.
8
Chapter 2: Experience and Design Goals
2.1 Character Design
The character design section of Shepherds delves into the intricate and
nuanced relationship between the two protagonists, which is both cooperative and
antagonistic. Inspired in part by the soon-to-be-divorced couple in It Takes Two,
whose frenemy relationship adds depth and emotional complexity to the game,
Shepherds want to showcase this complexity through its two main characters—a
shepherd girl and a wolf.
Choosing a combination of human and animal, especially a girl and a wolf, is
aimed at providing two completely different gameplay experiences and controls.
This design both challenges players' gaming skills and deepens their understanding
and empathy for the characters' backgrounds and abilities. Furthermore, the name
Shepherds alludes to both "shepherd man" and "shepherd dogs," pointing to the
core identity of the game's characters and metaphorically hinting at the connection
and transformation between them.
By a research lead by Milena Smetanová, it said that “Recent genomic studies
indicate that dogs were domesticated via a commensal pathway and that repeated
admixtures between the domesticated lineage and its wild ancestors, the grey
wolves, were probably an inherent character of the whole process. ... The
Czechoslovakian Wolfdog, for example, originated from first-generation German
Shepherd x Carpathian wolf hybrids obtained in 1958 as a military project, with
subsequent backcrosses with dogs providing individuals that were less aggressive
9
and easier to train, deeply introgressing the genomes of wolf founders into the
gene pool of German Shepherds.”(Smetanová, 2015) Considering that many
shepherd dogs were actually domesticated from wolves, this setting is rich in
symbolic meaning, suggesting the tension between wildness and civilization, as
well as the harmony that can be achieved through understanding and cooperation.
This character design not only adds depth to the game's narrative but also offers an
opportunity to contemplate the relationship between nature, humans, and animals.
By integrating these elements, Shepherds aims to create a unique co-op
gaming experience where players must master their respective characters' unique
abilities and explore the complex and moving relationship between their characters
during the game.
2.2 Core Mechanics
To design the core mechanics of Shepherds, our goal is to provide two
players with unique and distinct gameplay experiences. Based on the character
design, we have established the game's two protagonists—a shepherd girl and a
wolf. Starting from their natural differences in physique and agility, we expect to
ensure that both characters are equally important in the game, even though their
gameplay and capabilities differ.
Therefore, we are looking for a core mechanism that allows the different
abilities of two players to complement each other and together overcome the
challenges in the game. Inspired by musical collaboration, such as the
indispensable roles played by a violinist and a pianist in a duet, we decided to
10
position Shepherds as a cooperative musical adventure game. In this game, each
character is not only equally important in the narrative but also their controls and
mechanics will reflect their uniqueness.
Just as in a symphony, where the violin and piano each bring their unique
timbres and playing techniques to create a beautiful melody together, we want the
shepherd girl and the wolf in Shepherds to solve puzzles and overcome obstacles
together through their unique "musical" abilities—whether that's literal musical
magic or metaphorical skills unique to each character—deepening their cooperation
and understanding along the way.
2.3 Level Design
In the level design of Shepherds, we have set three core objectives: to foster
cooperation between players, to have the shepherd girl assist the wolf, and to have
the wolf help the shepherd girl. These goals are designed to reflect the
development of the characters' relationship from natural enemies to close friends
through the gameplay. By integrating the narrative with level design, we ensure
that, despite showcasing their unique abilities, both characters remain equally
important in the shared adventure within the same scene. This approach not only
deepens the cooperative element of the game but also offers players an
emotionally rich journey, where they overcome challenges together and strengthen
their bond through the power of music.
11
Chapter 3: Prior Art
Next, I will present some prior art that is crucial to Shepherds, guiding the
game's art direction, design, and narrative development. I will also discuss the
similarities and differences between these works and Shepherds. I will elaborate
more details in the following paragraphs.
3.1 Sky
Sky: Children of the Light is a social adventure game developed by
Thatgamecompany, renowned for its poetic approach to social interaction and
cooperation. It encourages players to cooperate through gestures and non-verbal
communication, solve puzzles, uncover hidden secrets, and assist and guide each
other. This mechanism both strengthens the connection between players and
offers a unique, cooperative gameplay experience. The art style of Sky is another
highlight, featuring dreamlike visuals combined with warm tones and delicate
lighting, creating an enchanting fantasy world that captivates players. Each realm
boasts its unique theme and aesthetics, from crystalline glaciers and warm,
blossoming meadows to the mysterious, dark forests, offering fresh visual delights
in every scene. Despite lacking flashy visual effects or complex models, Sky uses a
minimalist art style to beautifully portray a healing and heartwarming world.
12
Figure 4
Sky: Children of Light
The external reception of Sky and its art style has been overwhelmingly
positive, with many critics and players appreciating how the art deepens the
emotional experience of the game. In Barbara’s article, she writes “Sky: Children of
the Light is a mobile multiplayer game that is often compared to its predecessor
released in 2012 on Playstation 3 Journey, which is a critically acclaimed game that
has accumulated many awards: BAFTA 2013 Games Award for Best Game Design
and Artistic Achievement, Annie Awards 2013 for Best Animated Video Game or
Game Developers Choice Awards for the Game of the Year 2013 among others. It
goes without saying then that there is a high bar of what is expected of Sky when it
comes to living up to the previous achievements of Thatgamecompany.”(Barbara,
2022.) Then, she specifically indicated the art style of Sky emphasize its
13
experience, such as “Much like its predecessors, Sky puts a heavy emphasis on the
shared experience of the atmosphere in traversed realms combined with
storytelling based on artistic portrayals of the environment and civilizations living
within it.” (Barbara, 2022) The visual aesthetics are not just decorative; they are
intimately tied to the game's themes and narratives, helping players feel a deeper
story and emotion as they explore the game world. Many describe it as a "journey of
the soul," emphasizing how the game encourages social interaction and emotional
resonance among players through its visual art and design.
The art style of Shepherds seeks to closely align with Sky: Children of the
Light primarily because of the latter's widely praised visual presentation that
successfully creates a deeply immersive game experience. By adopting this
dreamlike style, we aim to provide Shepherds players with the same level of
aesthetic enjoyment, fostering deeper emotional resonance and exploration of the
game world. Furthermore, this art style uniquely benefits cooperative game
interactivity, encouraging connections between players and collective
problem-solving, making cooperation a more natural and enjoyable experience. I
believe this visual strategy will not only attract a broad player base but also
strengthen emotional connections and teamwork among players by creating an
environment that encourages exploration and creative solutions to challenges.
3.2 Brothers: A Tale of Two Sons
Brothers: A Tale of Two Sons is developed by Starbreeze Studios and directed
by Josef Fares. Renowned for its unique cooperative gameplay mechanics, it
14
requires players to control two brothers simultaneously, advancing the story
through puzzles and collaboration. The game has achieved notable success, praised
for its innovative control scheme and emotionally rich narrative. As said, “The
brothers' commitment to their goal and to each other is so strong, the various parts
of this game so superbly crafted and woven together, that it's hard not to feel
deeply touched when you finally reach the end of the road and see how deftly this
game marries its gameplay to its themes in a way few have before.” (Shoemaker,
2013) A significant aspect of its game design is how it crafts the characters and
story of the brothers without any spoken dialogue, using body language and
environmental interactions instead.
Figure 5
Brothers: A Tale of Two Sons
15
Brothers: A Tale of Two Sons demonstrates the potential for deep emotional
narratives and innovative game design in cooperative gaming. The camera design in
Brothers provides a great example of on-same-screen cooperation, balancing
perspectives so players can see both characters and their environment. Inspired by
this, Shepherds aims to implement a similar camera constraint system. This system
will handle interactions between two characters and environmental exploration,
making cooperation central to the gameplay while maintaining narrative coherence
and visual clarity.
3.3 It Takes Two
Figure 6
It Takes Two
16
It Takes Two is an innovative cooperative game developed by Hazelight
Studios and directed by Josef Fares. The game tells the story of a couple on the
brink of divorce who rediscover their love for each other through a series of
fantastic adventures and solving puzzles together. It has been widely praised for its
unique gameplay mechanics, diverse game worlds, and profound emotional
narrative, winning numerous awards. From IGN, a game media and review
organization, said “It Takes Two is a spectacular co-op adventure that lays down a
path of great gameplay ideas and uses it to play a giddy game of hopscotch. It’s
beautiful, breakneck-paced, and bubbling over with creativity, and playfulness and
experimentation are rewarded at every turn. If you have any kind of co-op partner
in your life, be they spouse, friend, sibling, or other (even a child, though the themes
might be too mature for them), It Takes Two is a truly joyful trip you really need to
take together.” (Ogilvie, 2021)
Inspired by the innovation seen in It Takes Two, the character design
exploration in Shepherds particularly draws from how a couple facing a relational
crisis finds ways to overcome challenges and rekindle their love through
cooperation. The character design in It Takes Two cleverly integrates with the game
mechanics, where each character's unique abilities are closely linked to their
personalities and roles within the story. This depth of personalization and
differentiation in character capabilities offered significant design inspiration for
Shepherds. I want to offer a unique cooperative gameplay experience, where the
depth of the characters, their stories, and the dynamic relationships between them
are key to the game's success.
17
Chapter 4: Core Mechanics Design Exploration
4.1 Activating and Positioning Musical Magic
At the beginning, in Shepherds, the shepherd girl Zoe can play melodies to
trigger magic, while the magical wolf Kin uses rune stones to determine the specific
locations of these magical effects in the game world. This requires precise
coordination and communication between players, making each player's role and
abilities key to solving puzzles and challenges. Furthermore, this mechanic
introduces a strategic element by affecting the outcome of the magic based on the
number of rune stones used. For example, the stone magic triggered by Zoe's play
can have varying effects depending on the number of rune stones placed: one rune
stone might create a single pillar, while two rune stones could generate a row of
pillars, forming a defensive wall. This design not only diversifies gameplay but also
enhances players' creative thinking and strategic planning in the game. In short,
Zoe can decide when and what magic will be casted, and Kin can determine where
and how it will be.
However, during playtesting, we discovered that although this core mechanic is
filled with infinite possibilities and emergent gameplay, it does not entirely align with our
thesis question. In this gameplay loop, most players controlling the shepherd girl Zoe felt
more like a trigger, largely dependent on when the magical wolf Kin's player placed the rune
stones and repeating the melodies Kin's player deemed appropriate. Clearly, under this core
mechanic, the importance of Zoe and Kin is unequal.
18
4.2 Collaborative Performance and Completing the Music Flow
During the development of Shepherds, the "Collaborative Performance and
Completing the Music Flow" phase was designed to address the imbalance
mentioned previously. This phase, by setting a joint goal—completing the music
flow together, emphasizes the equal importance of Zoe and Kin. In this stage of the
game, Zoe's music and Kin's howling are no longer solitary actions but must work
closely together to trigger changes in the game world, such as awakening dormant
creatures or unlocking new pathways. To advance the game's narrative, Shepherds
designs necessitate Zoe and Kin to merge music with magic, requiring them to
synchronize within a communal rhythm, where each completes their part of the
music flow to finalize the entire flow. This enhances the essence of cooperative
gameplay, guaranteeing the equal participation and importance of both characters
during the game's progress. Through such interactions, Shepherds seeks to offer a
truly collaborative adventure, in which every player plays a crucial role in reaching
the goals.
However, based on player testing and feedback, the "Collaborative
Performance and Completing the Music Flow" phase did not distinctly convey
differences between Zoe and Kin beyond their abilities to act. Despite each
character having unique notes and music, and our efforts to incorporate numerous
platforming challenges for Kin, feedback still suggested Kin appeared as a version
of Zoe with enhanced mobility. Furthermore, a significant issue was both players
focusing solely on their part of the music flow, neglecting to pay attention to their
19
partner. Therefore, considering these points, we acknowledge the need for further
refinement and improvement in the design of the core mechanics.
4.3 Rhythmic Repulsion: Freezing Foes to Secure the Flow
During the development of Shepherds, the "Rhythmic Repulsion: Freezing
Foes to Secure the Flow" phase introduced significant adjustments and innovations
to the game's core mechanics. In this phase, the decision was made to have only
Zoe complete the music flow, while introducing new abilities and responsibilities for
Kin. Reflecting Kin's notable characteristic—its strong mobility—we endowed it with
the ability to release frost energy during its sprint, temporarily freezing enemies
that attempt to disrupt the music flow. Choosing to temporarily freeze rather than
eliminate enemies outright aims to ensure Kin plays a role in completing the music
flow, rather than preemptively eliminating all enemies without considering
teamwork. This introduction of the mechanic not only successfully provides Zoe
and Kin with unique gameplay that suits their characteristics but also, by ensuring
their equal importance, encourages players to pay attention to their partner's
actions. Through communication and collaboration in sync with the musical
rhythm, players are encouraged to complete the music flow together, enhancing
the cooperative spirit and interactive experience of the game.
The development of the "Rhythmic Repulsion: Freezing Foes to Secure the
Flow" stage clearly improves upon the earlier phases, directly addressing our thesis
question: how to ensure equal importance of both players in the game while
maintaining distinct gameplay experiences and control schemes for each
20
character. This stage enhances the cooperative dynamics by assigning Zoe and Kin
roles that complement each other's unique abilities, emphasizing teamwork over
individual action. Kin's temporary freezing ability, combined with Zoe's task of
completing the music flow, exemplifies a balanced partnership where each player's
involvement is crucial to their collective success. This approach not only reflects
the core exploration of our thesis but also enriches the gaming experience with a
sense of deep collaboration and shared accomplishment.
21
Chapter 5: Challenges Beyond Mechanics
5.1 Narrative Design Challenges
In the narrative design of Shepherds, we encountered significant challenges,
particularly due to our choice of protagonists: a shepherd girl named Zoe and a
wolf. During the story development and playtesting phases, it became evident that
both players and designers, being human, naturally empathized with Zoe, leading to
a richer and more nuanced characterization for her compared to Kin, the magical
wolf. This human-centric perspective posed a dilemma in ensuring both characters
were equally developed and relatable. Furthermore, the inability of Zoe and Kin to
communicate through language introduced another layer of complexity to narrative
design. While Kin could emit sounds, these were insufficient for traditional dialogue,
challenging the narrative designers to convey story and character interactions in
innovative ways. Crafting dialogue and story progression that felt engaging and
inclusive of both characters, without relying on verbal communication, required
creative storytelling techniques and non-verbal cues to express their journey and
evolving relationship.
To address the challenges mentioned above, we implemented specific
measures. Regarding the first point, we expanded the setting for Kin, portraying him
as a mystical wolf with origins similar to the Black Dragon—a creature of disaster.
While the Black Dragon symbolizes volcanic eruptions, Kin represents blizzards. We
provided Kin with ample motivation and backstory, enabling players to understand
that he and the shepherd girl Zoe are of equal importance in the story. For the
22
second point, we developed a system that triggers different dialogues based on the
evolving relationship between Zoe and Kin, and their adventure's progress. This
system ensures that, despite Kin's inability to communicate through conventional
language, the triggered dialogues and reactions during events allow players to
experience the emotional exchanges and development between the two
characters, thereby enriching the narrative depth and character interaction within
the game.
5.2 Level Design Challenge
Facing the challenges in level design was particularly daunting due to our
aspiration for Zoe, the shepherd girl, and Kin, the magical wolf, to navigate the same
environment despite their drastically different abilities. This ambition introduced
numerous obstacles in level design. For one, in levels where the space was
expansive enough for Zoe, it often proved too confined for Kin, allowing him to
quickly reach the end. Conversely, platforming challenges designed with Zoe in
mind were easily surmountable by Kin, while Zoe couldn't access many areas
intended for Kin. This discrepancy also led to a predicament where if Zoe
inadvertently followed Kin's path and failed, resulting in a respawn, she would get
stuck because she lacked the abilities to jump out.
To address the challenges inherent in the level design, we made a strategic
decision to fully utilize verticality—the Y-axis height differences within the game's
environment. This approach significantly expanded Kin's range of motion, granting
him the freedom to move upwards and reach higher ground. Meanwhile, should Zoe
23
accidentally venture onto Kin's path, this design allowed her the option to simply
drop down, effectively guiding her back to her intended route. This utilization of
vertical space ingeniously resolves the issue of disparate abilities between the two
characters by providing each with distinct areas to explore and traverse, yet within
the same shared environment. For Kin, the expanded verticality introduces new
layers of exploration and strategic movement, allowing him to leverage his superior
jumping and climbing abilities. For Zoe, this means that even if she finds herself in a
section meant for Kin, she's not permanently stuck but can instead find a way back
to her own path, ensuring the gameplay remains fluid and continuous for both
characters。
5.3 Tutorial Challenge
The tutorial level presented numerous challenges, foremost among them the
concept of the Music Flow. This entirely fictional mechanic required significant time
and effort to teach Zoe players how to interact with it. Unlike many traditional
games where being handed a weapon implies an understanding of its use and firing
mechanism, each Music Flow segment is composed of different music flowers. Zoe
needs to play the music represented by the Music Flow at the correct time and in
the correct location based on the varying colors of the music flowers. In our initial
tests, many players spent a considerable amount of time figuring out how to
correctly interact with the Music Flow. On the other hand, Kin's gameplay was
24
straightforward—simply sprinting into enemies would freeze them. This led to a
tutorial heavily skewed towards Zoe, leaving Kin with little to do.
To address the issues identified, we introduced a tutorial guide character, the
Fairy Queen, who meticulously instructs Zoe on accomplishing Music Flow. We
broke down the Music Flow into several teaching segments, first acquainting
players with the correlation between the flower's color and the music, and then
guiding them on how to complete a Music Flow between two flowers. Zoe needs to
play the correct note beside the first flower, then run to the second flower and play
the note it symbolizes. Moreover, all dialogue from the Fairy Queen is intertwined
with the narrative, offering clues about the Shrine of Shepherds and the Black
Dragon, thereby engaging Kin players with the storyline to avoid boredom.
Additionally, to keep the Kin player engaged, we created minor enemies that Kin
could directly destroy through sprinting instead of freezing, thus ensuring that
while Zoe learns the Music Flow, Kin has interactive elements to engage with.
5.4 Production Challenge
The production phase of Shepherds faced significant hurdles, notably in
terms of the high costs and logistical complexities associated with developing two
distinct characters with entirely different control schemes and perspectives. This
challenge was not just a matter of creative design but extended into the realms of
technical production and efficient time management. Creating two unique
character cameras and control systems meant doubling the workload for our
development team. Each character required its own set of animations, models, and
25
in-game physics rules to accommodate their distinct abilities and interactions
within the game world. For Kin, the wolf, this meant developing a robust set of
movements that could capture the essence of a creature capable of swift, agile
maneuvers. Meanwhile, Zoe, the shepherd girl, needed a different approach to
movement and interaction, reflective of her human characteristics and magical
abilities.
Moreover, this dichotomy extended beyond mere character movement. We
were tasked with producing two sets of special effects, feedback mechanisms, and
interaction cues that would resonate with the players' actions and decisions in
real-time. Achieving this level of detail and responsiveness doubled our animation
and effect workload, necessitating a larger budget and more extensive
development time. This complexity was compounded by the necessity of ensuring
seamless integration between the two characters' actions, especially during
cooperative gameplay segments. The need for meticulously synchronized
animations and effects meant additional layers of testing and refinement, further
stretching our resources. As a result, significant adjustments had to be made to our
project timeline and feature list. Several ambitious gameplay elements and features
had to be scaled back or entirely removed to keep the project within manageable
bounds. Despite these cuts, the team frequently found themselves racing against
the clock, struggling to maintain the high quality of the gaming experience we
envisioned within the constraints of time and budget.
26
Conclusion
Throughout the development of Shepherds, I have been profoundly enriched
by a wealth of insights into the design and creation of cooperative gameplay,
ultimately delivering nearly a 20-minute gaming experience that I believe deeply
resonates with the essence of cooperative adventure. Although Shepherds
navigated through various iterations and faced its share of detours, it triumphantly
answered my thesis question. It managed to carve out a space where, despite being
set in a singular environment, it provides utterly distinct yet equally crucial roles for
both player characters—something that intricately binds the core gameplay to the
narrative and the players' shared journey. I am immensely thankful for the
opportunity to collaborate with an incredibly talented team. Together, we ventured
into the uncharted waters of game development, identifying gaps in our project and
ourselves, and steadfastly working towards a singular vision. This journey was not
just about overcoming the technical and narrative challenges but also about
fostering a spirit of collaboration and shared creativity that I believe is the heart of
any successful game design.
Shepherds stands as a testament to the experimental exploration within the
realm of two-player cooperative games. It ventures beyond conventional gameplay
mechanics to forge a path that intertwines distinct gameplay experiences with a
deep narrative. This project, I hope, will serve as a beacon for future developers
inclined towards crafting experiences for two players. It highlights the hurdles
inherent in designing a game that equally values each player's input and the
27
multifaceted approach needed to balance gameplay, story, and character
development seamlessly. As we conclude this project, my reflection on the journey
underscores the importance of embracing challenges as opportunities for growth
and innovation. The lessons learned from Shepherds extend beyond the confines of
game design, offering insights into team dynamics, project management, and the
creative process itself. It is my sincere hope that Shepherds will inspire future
exploration in cooperative gaming, encouraging developers to ponder the nuances
of player interaction and the profound impact of collaborative play on the gaming
experience and beyond.
I plan to continue polishing Shepherds in Spring and Summer 2024, and
subsequently submit it to various independent or experimental game competitions
and festivals. I hope we can successfully complete this project in the end.
28
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30
Abstract (if available)
Abstract
In the cooperative gaming landscape, while most games adopt symmetric character designs, this study explores the potential of asymmetric character design, ensuring equal significance of each role. We developed a cooperative game featuring a shepherdess and a wolf, each with unique skills, addressing the challenge of character balance and mutual importance. Unlike games like "Super Mario Odyssey," where character disparities are evident but not equally significant, our project aims for both roles to be essential and complementary. A critical challenge encountered during development was level design, crucial for showcasing each character's abilities while promoting effective communication and collaboration. Our findings suggest that carefully crafted character differentiation and innovative level design can balance differences and enhance cooperative depth and player engagement. This research provides practical insights for game designers on character balance, player engagement, and level design in cooperative games, offering a new theoretical perspective on social interaction and teamwork strategies. It serves as an exploration for future development in two-player cooperative games, emphasizing the importance of differentiated character roles and level design in enriching the gaming experience.
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Asset Metadata
Creator
Zhang, Haoyun
(author)
Core Title
Shepherds - cooperating from divergent path: a design exploration
School
School of Cinematic Arts
Degree
Master of Fine Arts
Degree Program
Interactive Media
Degree Conferral Date
2024-05
Publication Date
05/23/2024
Defense Date
05/23/2024
Publisher
Los Angeles, California
(original),
University of Southern California
(original),
University of Southern California. Libraries
(digital)
Tag
cooperative game,game design,game development,Interactive Media,OAI-PMH Harvest,video game
Format
theses
(aat)
Language
English
Contributor
Electronically uploaded by the author
(provenance)
Advisor
Bilson, Danny (
committee chair
), Lemarchand, Richard (
committee member
), Nealen, Andy (
committee member
)
Creator Email
haoyunz@usc.edu,neilzhanghaoyun@gmail.com
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UC113956483
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Zhang, Haoyun
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Repository Email
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Tags
cooperative game
game design
game development
video game