JT Smith, designer of The Captain Is Dead, talks about how to design a great cooperative game.

We talk creating tension, alpha players, and the math behind a good AI system. Personally, I think The Captain Is Dead is one of the best co-op games on the market today, and it was great to get JT’s insight on its creation.

5 comments on “How to Design a Great Cooperative Game with JT Smith

  1. Joseph E. Pilkus III says:

    Gabe,

    Great interview! I’ve seen, but not played, The Captain is Dead. I absolutely love co-op games, especially as Arkham Horror served as my Gateway Game back in 2009. While I certainly enjoy competitive games, a good co-op can provide a narrative for years to come. It’s also served as one of the primary catalysts in that direction when I joined the Outer Limits Games team when designing TAU CETI.

    Cheers,
    Joe

    1. gabe says:

      You really need to give it a shot (or 10). It’s a great game.

  2. Joseph E. Pilkus III says:

    Yes, indeed, especially as I love thematic, cooperative games.

  3. Devan Ray Harris says:

    This was a great demonstration of one of Joesph’s P3. Passion. (Check out Joeseph’s comment on “How to organize a design space”)

    JT saw something special in this game and didn’t wonder what it could be, he found out. Through this interview it just sounded like he just kept putting one foot in front of the other and never stopped moving.

    Great interview Gabe! Keep them coming.

    1. gabe says:

      Thanks, Devan. And I think you’re dead on. JT just kept grinding until that grain of sand became a pearl.

      And AEG just picked up the game for a large scale print run.

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