| name | Multiplayer Design (Conceptual) |
| description | Use this skill for CONCEPTUAL multiplayer design - game modes, cooperation patterns, and player dynamics. Trigger phrases: "co-op design", "asymmetric multiplayer", "competitive balance", "how to design multiplayer", "controller sharing ideas", "versus mode design".
This skill provides GAME DESIGN THEORY - what makes good multiplayer, mode types, player interaction patterns.
For ZX IMPLEMENTATION (GGRS, determinism rules, viewport FFI): use zx-game-design:multiplayer-patterns instead.
|
| version | 1.0.1 |
Multiplayer Design
Frameworks for designing 1-4 player local and online multiplayer. Focused on controller-based gameplay with rollback netcode support.
Context: Nethercore Multiplayer
Nethercore fantasy consoles provide:
- 1-4 player support
- Rollback netcode (GGRS) built-in
- Controller-based input
- Local and online play
This skill covers design—see platform-specific plugins for implementation.
Multiplayer Modes
Mode Selection
| Mode |
Player Count |
Relationship |
Best For |
| Single-player |
1 |
Solo |
Story, complex systems |
| Local co-op |
2-4 same device |
Cooperative |
Social, casual |
| Online co-op |
2-4 networked |
Cooperative |
Distance play |
| Local versus |
2-4 same device |
Competitive |
Party games |
| Online versus |
2-4 networked |
Competitive |
Ranked, serious |
| Asymmetric |
2+ mixed roles |
Varies |
Unique dynamics |
Mode Checklist
Cooperative Design
Co-op Pillars
- Shared goals: Players work toward same objective
- Complementary roles: Each player has value
- Coordination opportunities: Teamwork beats solo play
- Shared stakes: Victory and defeat together
Co-op Patterns
| Pattern |
Description |
Example |
| Same role |
All players identical |
Twin-stick shooters |
| Class-based |
Distinct but equal roles |
Tank/healer/DPS |
| Leader + support |
One primary, others assist |
Adventure + helpers |
| Asymmetric |
Completely different gameplay |
One fights, one manages |
Co-op Design Checklist
Competitive Design
Versus Pillars
- Fair start: No inherent advantages
- Skill expression: Better player usually wins
- Comeback potential: Down but not out
- Quick resolution: Games don't drag
Competitive Modes
| Mode |
Structure |
Design Focus |
| Deathmatch |
Kill to win |
Combat balance |
| Objective |
Capture/hold goals |
Map control |
| Race |
First to finish |
Movement skill |
| Survival |
Last standing |
Resource management |
| Score attack |
Highest points |
Optimization |
Competitive Balance
| Factor |
Imbalanced |
Balanced |
| Start position |
Some spots better |
Equal or random |
| Character power |
Tiers with gaps |
All viable |
| Game knowledge |
Secrets win games |
Skill + knowledge |
| Randomness |
Luck determines outcome |
Skill dominates |
Shared Screen Design
Screen Sharing Options
| Option |
Best For |
Challenge |
| Single shared screen |
Same-area gameplay |
Camera management |
| Split screen |
Independent exploration |
Screen real estate |
| Tethered players |
Co-op with limits |
Tension design |
Shared Camera Checklist
Controller Sharing Patterns
Same Device, Multiple Controllers
Standard local multiplayer:
- Each player has full controller
- Input mapping identical or per-player
- UI shows player 1, 2, 3, 4 colors
Pass-and-Play
Sequential gameplay:
- One controller
- Players take turns
- Clear turn boundaries
Asymmetric Input
Different input per player:
- Example: Player 1 controller, Player 2 keyboard
- Good for different roles
- Clear about who controls what
Rollback-Friendly Design
Why It Matters
Rollback netcode rewrites game state when inputs arrive late. Design for:
- Determinism: Same inputs = same result always
- Small state: Less data to rollback
- Visual tolerance: Small corrections aren't jarring
Design Considerations
| Element |
Rollback-Friendly |
Avoid |
| Randomness |
Seeded, synced |
External RNG |
| Timing |
Frame-based |
System clock |
| State size |
Minimal necessary |
Bloated game state |
| Visual effects |
Non-gameplay affecting |
Effects that cause desyncs |
See ZX-specific plugins for implementation details.
Player Count Scaling
Design for Range
| Players |
Adjustments |
| 1 |
AI companions? Solo viable? |
| 2 |
Core design target |
| 3 |
Odd number handling |
| 4 |
Maximum chaos balance |
Scaling Patterns
| Element |
How to Scale |
| Enemy count |
More enemies with more players |
| Boss HP |
+50-100% per additional player |
| Resources |
Per player, not per group |
| Difficulty |
Dynamic based on player count |
Quick Design Template
MULTIPLAYER DESIGN
Modes: [ ] Solo [ ] Local co-op [ ] Online co-op [ ] Local vs [ ] Online vs
Player count: _____ to _____
Screen sharing: [ ] Shared [ ] Split [ ] Tethered
CO-OP (if applicable):
Role structure: [ ] Same [ ] Class-based [ ] Asymmetric
Friendly fire: [ ] On [ ] Off [ ] Optional
Revive system: _______________
VERSUS (if applicable):
Win condition: _______________
Match length: _____ minutes
Balancing approach: _______________
NETWORK (if applicable):
Rollback-safe: [ ] Yes [ ] Needs review
Max latency tolerance: _____ ms
Additional Resources
Reference Files
references/coop-patterns.md — Co-op design patterns
references/competitive-patterns.md — Versus mode design
references/controller-sharing.md — Input design for local play
Related Skills
game-balance — Competitive balance
replayability-engineering — For competitive replayability