GAMES GATHERING 2017 KYIV

Building cooperative FPS gameplay in a F2P PVE game

Talk recording: Building cooperative FPS gameplay in a F2P PVE game

Vadym Oliinyk

Hall:
Game Design Track

What the talk is about

Vadym Oliinyk shares how to design cooperative levels for a free-to-play PvE first-person shooter, drawing on his work on Warface. He explains how F2P co-op differs from premium games: it needs high replayability, must resist exploits, gets constant content updates and serves a very diverse audience. His main advice covers a readable layout, the "pass and arena" structure (three pairs worked best in Warface), player interaction such as boosting, pushing objects or guarding a carrier, reviving players after hard sections and teleporting stragglers. For replayability he suggests script randomization, side objectives and creative ways to earn achievements. He also reviews common mistakes: cramped layouts, too little cover, spawns triggered by whoever runs ahead, and splitting players apart. Useful for level and game designers working on co-op games.