There are several aspects to co-op commanders that I find
important for their design. I tried to keep these in mind when writing
my UED design exercise. Those aspects are following:
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Theme
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Fun gameplay for all skill levels
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Tools for every situation
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Diverse gameplay
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Interactions between commanders
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Role in mutations
I. Theme
A strong theme is always necessary. Co-op commanders have to
play, look and feel differently from one another. Some players will
appreciate different gameplay, some the art style and some the history
behind the commander.
II. Fun gameplay for all skill levels
It has to be certain that players across all skill levels can
play the commander and experience his gameplay the way it's meant to be
played. His core mechanics shouldn't be locked behind a certain level of
skill being required to execute them. On the other side, a commander
also has to reward micro, multitasking and other forms of skill shown by
players.
While that is true, there can be significant differences
between commanders. Often, commanders focus on a particular set of
skills and leave other skills alone. A good example is Nova - she
rewards player's micro, but her macro is almost non-existent. Stukov
on the other hand requires very little micro and focuses on macro and
strategy. This diversity makes the co-op experience more varied and
gives every type of player a commander to enjoy.
III. Tools for every situation
A commander needs various tools to deal with all kinds of
scenarios. Examples vary from getting a solid grip on the early game,
dealing with sudden enemy threats, to scaling well against late game
enemies. Solid anti-air options, mobility and balanced resource spending
are points around which a commander has to be balanced.
It is alright for certain commanders to be weaker in
different scenarios, but only to a certain point. Zagara has great
early game, but she doesn't scale well into late game. For the same
reason, she struggles with mutators that force her to trade away units
constantly. Another example is Swann, who has a great late game
presence, but can struggle in the early-mid game. All these
differences make commanders interesting, but commanders should always
have some ways to overcome their problems. Completely relying on the
ally to fill the holes would be frustrating for both players.
IV. Diverse gameplay
In my opinion every commander should have more viable ways in
which players can play them. That sort of thing adds replayability,
depth and gives each commander more tools that they can use on different
maps and situations. One of the ways to achieve this is to make multiple
unit compositions viable.
Good examples of this would be Karax, who can focus on turrets or
an army; Swann has several viable compositions, as do Kerrigan and
Abathur. Some commanders, such as Alarak, Stukov, Artanis, Vorazun or
Fenix, could easily have multiple compositions that are viable with a
little more work, but the balance and fine-tuning of those commanders
isn't quite there. Nova is a special case with her fluid composition.
Each unit available adds a lot of diversity to the possible
compositions. It's an idea that works very well, but shouldn't be
overused.
V. Interactions between commanders
In Co-op there are always two players. Two players that are not
just playing alongside each other, but together. The more ways a
commander can help their ally, the better. Being in a team with certain
commanders feels different and gameplay is changed.
Good examples of this are Swann, whose Vespene Drones offset the
usual gas economy; Karax can take care of defenses and aid with Spear of
Adun and energizers; Artanis' Guardian Shell or Vorazun's Emergency
Recall, Black Hole and Timestop. Kerrigan can also help immensely with
Omega Networks. A not as good example would be Kerrigan's Malignant
Creep. While it does increase damage significantly, it doesn't change
gameplay and players likely won't notice this "hidden power"[1]. On
the positive side the Malignant Creep's regeneration negates the Black
Death mutator for workers on several commanders.
VI. Role in mutations
This might be perhaps the least important aspect of the
commander, and it's not easy to take this into consideration
when designing a commander. Strengths and weaknesses will often show up
late. But it's preferable if a commander excels at least in one thing.
Each mutation poses a particular problem. Some commanders like Stukov do
well against a wide variety of mutators, and so are generally very
successful. Some commanders like Artanis or Zagara don't perform as
well, but they have their strengths and will use them, when a particular
mutation comes up. Then there is a commander like Fenix, who does well
enough on regular missions, but doesn't excel at anything in particular.
He is not powerful enough to do well on a wide variety of mutations, and
he lacks specialized strengths that could be useful in at least some
mutations.