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How Overcooked’s Kitchens Force You to Communicate

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Game Maker's Toolkit8:15Open on YouTube
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The bottom line

Overcooked's level design makes identical chefs split into roles, then keeps breaking those roles, so players have to talk constantly. This shows that co-op communication can come from the layout of the level rather than from different abilities or information.

Key takeaways

  • Most co-op games rarely make players truly communicate. 0:59
    • In symmetrical games like Resident Evil 5, both players can shoot, fight and carry the same gear, so they often feel like they are playing alone.
  • Giving players different abilities or information forces talk. 2:26
    • In Revelations 2, Claire has the firepower and Moira has the stunning torch, so neither can survive alone.
    • In Keep Talking and Nobody Explodes, one player sees the bomb and the other holds the manual, so talking is the only way to play.
  • Overcooked cannot use asymmetry, so its kitchens create roles instead. 3:59
    • All chefs have the same abilities and information, and the game must scale from one to four players and suit different skill levels.
    • Long central islands and narrow paths make solo cooking slow, and the time-based scoring rewards speed, so players split into roles.
  • Disruptions keep breaking those roles, so players must keep talking. 6:03
    • Cooking wait timers send players wandering, and burning food pulls others away from their tasks.
    • Nobody owns washing up, so each time clean plates run out, the roles get shaken up.

Overcooked gets to be an asymmetrical game, without asymmetry, because it uses things in the level design to force players to work together, and then constantly change their roles throughout the stage.

Game Maker's Toolkit

Chapter summaries

0:00 Overcooked makes teamwork the real challenge

Overcooked's chaotic kitchens make coordination the hard part, while most co-op games never ask players to talk.

  • Getting players to work together is the biggest challenge in Overcooked. 0:29
    • Each level means grabbing ingredients, chopping, cooking and delivering orders.
    • Kitchens sit on a swaying pirate ship or a hot air balloon, or are split by an earthquake.
    • Halfway through one stage the balloon crashes into a restaurant, so you now make sushi as well as salad.
    • It works with two, three or four players, and the coordination it demands is unlike any other co-op game the narrator has played.
  • Symmetrical co-op lets players drift into separate games. 0:59
    • Contra, Metal Slug, Gears of War and Halo are fun with a friend, but rarely demand talk.
    • Resident Evil 5 teams up only to revive a partner or boost them over a ledge.
    • Chris and Sheva both carry guns and the same gear.
    • In the first episode of Revelations 2, Moira can also finish off knocked down enemies with a crowbar.

2:26 Asymmetry forces talk, but Overcooked can't use it

Overcooked creates roles from layout, not different abilities
Resident Evil 5Revelations 2Keep Talking
AbilitiesSameDifferentSame
InformationSameSameDifferent
Roles come fromNothingCharacter kitBomb vs manual
Talk neededRarelyOftenConstantly
Players222+
Overcooked has to scale from one to four players of mixed skill, so it cannot give chefs different abilities or information, and its kitchens create the roles instead.

Different information also drives teamwork, and asymmetry helps mixed skill levels play together.

  • Giving players different information makes talking the only way to play. 2:26
    • The bomb is covered in wires, buttons, keypads and odd gizmos.
    • The manual is printed, so only one player can read the instructions.
    • Player one describes the bomb, player two reads out instructions, and player one listens and acts.
    • Without that talk, the bomb goes off.
  • Asymmetry also lets players of different skill levels share a game. 3:07
    • Super Mario Galaxy gives the second player a floating cursor that picks up star bits and stuns enemies.
    • The first player controls Mario and plays as usual.
    • Nintendo has been doing this a lot lately.

4:08 How the kitchens split players into roles

Kitchen layouts and time-based scoring push identical chefs into separate jobs.

  • Overcooked could have let players cook alone, but it makes cooperation the faster way to play. 4:19
    • In the first stage, the long island makes the trip from onions to chopping board to pot to conveyor belt slow.
    • Two players passing onions across the central table cook much faster.
    • Later stages add paths too narrow for two chefs and levels split in two by moving vehicles.
    • Without talk, the plan could be as thin as I'll make the burger, you do the pizza.
  • Time-based scoring makes speed matter, so players take on distinct roles. 4:57
    • Slow meals lose customers and cost a penalty, while quick delivery earns big tips.
    • In one kitchen, one player chops vegetables and preps patties while the other cooks and delivers burgers.
    • The final score counts meals delivered in a tight time limit.
    • Players talk heavily at the start to choose roles and work out the most efficient way to cook.

5:36 Why the roles never settle

Disruptions keep breaking roles, so talking never stops
Washing up matters most here: nobody owns it, it has no steady rhythm, and it only appears later in the level.

Built-in disruptions break up comfortable patterns, so players must keep re-planning out loud.

  • Fixed roles could have made talk fade, but Overcooked's kitchens always fall into chaos. 5:36
    • Asymmetric co-op can fall into a predictable pattern where you stick to your role and barely speak.
    • However well planned the start is, the kitchen is a manic catastrophe by the end.
  • Wait timers and burning food pull players out of their tasks. 6:11
    • A burger takes seconds to fry, so players wander off to help elsewhere.
    • If a burger burns, someone else must drop their task to fix it.
  • Washing up is the key disruption because nobody owns it. 6:33
    • It has no steady rhythm, appears late in the level, and nobody wants it.
    • Each time clean plates run out, the flow breaks, meals burn and roles get shaken up.
  • The levels also change under players' feet, forcing new plans. 7:00
    • Moving chopping stations, conveyor belts, shifting kitchens and nuisance rats wreck set plans.
    • In the best kitchens, players never stop talking.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Co-op games only force real communication when players need each other, and Overcooked achieves this through level design instead of asymmetric characters. Its kitchens split players into roles through layout and a time-based score, then break those roles apart with waiting timers, dirty plates and shifting levels.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript127 lines
0:00

This summer, I have been playing a lot of Overcooked. This is a pair of games about working in a kitchen, and in each level you must fulfil orders by grabbing ingredients, chopping them up, cooking them, and delivering them to the restaurant. Which would be pretty easy, if only the restaurant wasn’t on a swaying pirate ship, or being split down the middle by an earthquake, or set on a hot air balloon… which, halfway through the stage, crashes into a restaurant so you’re now having to make sushi as well as salad.

0:28

It’s crazy. But, of course, the biggest challenge is simply getting two, three, or even four players to work together. Working as an organised team will require intense coordination and communication - unlike pretty much any co-op game I’ve ever played before. Because, playing games in co-op is always good fun. From old school run ’n’ gun games like Contra and Metal Slug, to modern day shooters like Gears of War and Halo, it’s a well established truism that any game is improved with the addition of a friend.

0:59

But most of these games so rarely ask you to truly communicate with your partner. This is often because the game is symmetrical - which means that the two players interact with the game in pretty much the exact same way. Take a game like Resident Evil 5, where there’s not a tremendous difference between playable protagonists Chris and Sheva. They both carry guns, can both beat up zombies, and can both carry the same gear.

1:23

And so because each character is equally capable, this can often lead to a situation where you feel like you’re just off playing your own games - and only infrequently joining forces to revive one another, or perform simple co-op actions like boosting one person over a ledge. This is very different to the more recently released Resident Evil Revelations 2, where co-op players control very different characters. In the first episode, one person picks Claire Redfield who is a typical Resi protagonist with access to all kinds of firearms.

1:52

The other player is stuck with Moira Burton, who is not able to use guns - but does carry a torch which is used to light up enemies and temporarily stun them. She can also finish off knocked down enemies with a crowbar. With this set-up, the two players are forced to work much more closely together as neither can really survive on their own. Claire needs Moira’s torch, and Moira needs Claire’s firepower. This massively increases the need for the two players to rely on one another, and creates the sort of coordination and communication that’s lacking in many co-op games.

2:26

If Revelations 2 shows how giving players different abilities leads to close coordination, then Keep Talking and Nobody Explodes proves that giving players different information can also power teamwork. In this game, one player looks at the screen and sees a ticking time bomb, covered in wires, buttons, keypads, and other weird gizmos. The other player has a printed manual of instructions for how to defuse the bomb. So player one has to describe the bomb.

2:52

Player two has to then read out instructions for how to defuse it. And player one has to listen closely, and follow those instructions. Literally the only way to play together is to communicate. And if you don’t… Asymmetric co-op doesn’t just force communication, but it’s also a great way of allowing players of different skill levels to play together. This is something Nintendo has been doing a lot lately with games like Super Mario Galaxy where one player controls Mario and basically just plays the game like usual - and another can join in with a much easier role as a floating cursor, picking up star bits and stunning enemies.

3:30

But while asymmetrical design can be great for co-op, it wouldn’t work for Overcooked because the game needs to automatically scale depending on whether you’re playing in a group of four, with a couple friends, with a pal, or even on your own. Plus, this is a game that attracts people of very different skill levels, so you need to be able to divvy up roles on a level by level basis - to make sure those who aren’t super familiar with games don’t have to perform tricky movements like dodging fireballs or navigating slippery platforms.

3:59

So in this game, all chefs have the exact same abilities, and the exact same information. And each player is perfectly capable of preparing and delivering a meal completely on their own - with the only communication being “I’ll make the burger, you do the pizza”. But that’s not how Overcooked ends up being played. Why? Well, in this case, it’s because of the level design. From the very first stage of Overcooked 1, we can see that the design of the kitchen, with this long island in the middle, makes it very tedious to get from the onions to the chopping station to the pot to the conveyer belt.

4:35

But with two players working together - passing onions across the table in the centre - the process is much, much faster. Pretty much every stage is built like this, and later exasperated by things like paths too narrow for more than one chef, and levels split into two by moving vehicles. And going faster is important, because the scoring system is all based on time. Meals need to be cooked quickly, or customers will leave and you’ll incur a penalty.

5:00

You’ll get big tips for delivering items more rapidly. And your final score is based on how many meals you delivered during the level’s tight time period. So, the level design and the needs of the scoring system quite quickly splits players into distinct, and asymmetric roles - in this kitchen, for example, one player might focus on chopping vegetables and preparing meat patties, while the other cooks the burgers, prepares them, and delivers them to the restaurant.

5:25

And this creates loads of communication at the start of the stage, where players decide who will do what, and puzzle out - together - the most efficient way to cook the required meals. After this, however, Overcooked could have suffered the main drawback of asymmetrical co-op: that you can fall into a predictable pattern. You have your role, and you stick to it, and in some games you don’t even need to communicate that much any more because you’re so used to a familiar set-up.

5:51

But that’s not what happens in Overcooked. Because no matter how well choreographed your kitchen is at the start of the level, it will have turned into a manic catastrophe by the end of the stage. Why does this always happen? Well, it’s because there are loads of clever bits of design that disrupt these comfortable patterns, and force you to keep switching roles. So one is the wait timers on food that’s cooking. A burger takes a few seconds to fry, so it’s a waste of time to stand around and wait - encouraging players to wander off, see if they can help elsewhere in the kitchen, and generally become a huge nuisance.

6:25

Wait too long and your burger will start to burn - causing other players to have to disrupt their task to come sort out your mess. Then there’s washing up. Which literally everyone hates, but I think it might also be the absolute key to the success of Overcooked. Because no one is the dedicated plate washer; it doesn’t have the nice, predictable rhythm of the other tasks; it only becomes a thing later in the level; and no one wants to do it.

6:52

Meaning that every time you run out of clean plates, the flow is disrupted, meals starts burning, and those comfortable roles get completely shaken up. And, of course, there’s the most obvious thing: disruptions in the levels themselves. Moving chopping stations, ingredients on conveyer belts, shifting kitchens, and nuisance rats break up patterns and destroy your best laid plans, forcing you to constantly talk through new set-ups.

7:17

So Overcooked gets to be an asymmetrical game, without asymmetry, because it uses things in the level design - like weird kitchen layouts, dirty plates, random fires, and burning burger patties - to force players to work together, and then constantly change their roles throughout the stage, leading to lots of great communication. In the best Overcooked kitchens, you’ll never stop talking to each other. And, if you ask me, that means it’s a hugely successful co-op game.

7:45

Hey, thanks for watching, and cheers to my Patrons for their support, and a special thank you to my girlfriend for helping me get the Overcooked footage in this video. There’s more to cooperative gaming that we can talk about in the future, like making choices together, encouraging good behaviour, solving puzzles, or adding a spicy competitive element. So watch this space - GMTK has historically been very single-player focused but I’d love to do more multiplayer stuff going forward.

8:11

You can support me and all that I do over on Patreon.