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
| Resident Evil 5 | Revelations 2 | Keep Talking | |
|---|---|---|---|
| Abilities | Same | Different | Same |
| Information | Same | Same | Different |
| Roles come from | Nothing | Character kit | Bomb vs manual |
| Talk needed | Rarely | Often | Constantly |
| Players | 2 | 2 | 2+ |
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
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