Gaming Evolution: Co-Op Games, Part One: Honored Ancestors

Over the last decade, we’ve seen the evolution of a new genre of gaming: the co-op game. Because we’re still here in the early days of the genre, we’ve had the good fortune over the last decade (and to a smaller extent, since 1987) to really see the genre evolve. It’s something that I find really fascinating, as I see new games show up and introduce new mechanics to the melting pot.

As a result, I’ve decided to talk about that evolution over the course of two or three articles, wherein I’ll be approaching the topic chronologically, looking at the major games which have appeared in a variety of time periods and what they added.

I’m not necessarily saying that each game introduced the element in question, but rather it was the one that was important enough to imprint it on the gaming psyche. I’d love to hear your thoughts, about the games that I missed (though I went through several lists as I wrote this, so if I snubbed something, it was probably purposeful) and the gaming elements that I might not have considered.
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Adventure Games, Part Three: Dungeon Delving

In 1974 Gary Gygax and Dave Arneson published the first ever roleplaying game,Dungeons & Dragons. It grew naturally out of the wargaming industry — where in 1972’s second edition of the Chainmail miniatures game Gary Gygax had introduced all sorts of fantasy critters, including wizards, heroes, hobbits, dwarves, balrogs, and ents, to the world of medieval wargaming. Dungeons & Dragons was just the next step. It gave players the opportunity to take the individual roles of some of those heroes in smaller-scale skirmishes.

I use the word “skirmish” purposefully because that’s what the earliest Dungeons & Dragons games really were. A look at the earliest D&D supplements reveals that they were little more than tactical exercises, where players moved from one room to the next in a dungeon, cavern, or other carefully keyed location — and fought whatever they found within.

Roleplaying games matured slowly. There were a few village adventures early on, which offered some ability to interact with people other than at the tip of a sword, but they were scattered and far between. It was at least 1984, and the release of TSR’s Dragonlance, before people started to realize that roleplaying adventures could tell stories too.

Which is all to say that it’s an entirely modern bias.

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