The Unrealized Power of Asymmetrical Play

Every gamer has someone they would love to play with who just does not game like they do. A spouse. A sibling. A friend. Maybe they play casually, or maybe they do not play at all. Still, we hold out hope. We scroll co-op lists and Steam reviews thinking, "Maybe this one. Maybe this is the game we can both enjoy."

Eventually, we land on something. We hope. We compromise. We launch it.

We think we found it.

But it is not.

It never really is.

Sometimes we go with the party game. Or the farm sim. Or the slow-moving puzzle thing with cutesy characters. And the gamer among us, because it is usually one side more than the other, sacrifices a little. Maybe we park our reflexes. Maybe we dial down the competitiveness. We do it because we care about the person beside us. That is not a bad thing. It is one of the most beautiful things gaming can do.

But it is not the only thing gaming should do.

What if, instead of compromising, we had games that let us both play our way? What if we did not have to take turns enjoying ourselves? What if co-op meant collaboration between differences, not just synchronized sameness?

The Illusion of Asymmetry

Let us be honest about the current state of "asymmetrical co-op." Most of it is not actually asymmetrical. It is slightly offset.

Take narrative duos. Games like It Takes Two or A Way Out give you different characters and a few unique tools, but you are still playing the same story, with the same pacing, solving the same types of problems. It is charming. It is sweet. It is not different.

Puzzle-platformers like We Were Here or Unravel Two do a little more with the concept. You need each other to get through obstacles. I push a block while you pull a lever. You stand on the button while I run across. It is cooperative, sure. But the variation is still shallow. We are not playing different games. We are playing the same game in different corners.

And then there are the one-versus-many style games like Dead by Daylight or Friday the 13th. One player is the monster. The others are trying to survive. The roles feel distinct, but the genre does not shift. You are all still in a tense, reaction-driven horror loop. If that is not your flavor, then it does not matter which side you are on.

The problem is that all of these games assume the same foundation. They assume you want to play that kind of game. The roles might vary. The jobs might change. But the experience is still shaped by the same set of mechanics.

So if your idea of fun is fundamentally different from your friend or your partner, tough luck. One of you adapts, or you do not play together.

That is what we need to fix.

A Tethered Dream: Wind Waker and the Missed Opportunity

Back in 2003, Nintendo released The Legend of Zelda: The Wind Waker on the GameCube. Gorgeous game. Still one of my favorites. But I remember being ten years old, booting it up, and finding something that stuck with me far more than the main quest.

It was called the Tingle Tuner.

If you had a Game Boy Advance and the right connector cable, you could plug it into your GameCube and activate a second-screen experience. Someone else could play alongside you, not as Link, not as another adventurer, but as Tingle. A support character. A guide.

Tingle could drop bombs, provide maps, reveal secrets. They were not there for combat. They were not following the same path. They were there to help. To see things the main player could not. To enhance the journey by playing a totally different role.

I wanted to be Tingle.

I did not want to swing the sword or fight the boss. I wanted to zoom out, support, strategize. That felt fun to me. But no one else in my house gamed. No one could play the other half. And I could not just swap in and out of the role. So it remained this weird little dream of what co-op could be.

That dream has stuck with me ever since.

A different interface. A different perspective. The same world. The same goal.

That is what I want.

The Divine Blueprint

Which brings me to a concept I have been working on. A game called Divine Conquest.

It starts with a simple premise. One player is a champion. Think Souls-like. Up-close combat, high-risk movement, classic RPG tension. The other player is a deity. A literal god. They zoom out from the world, manage a settlement, control villagers, perform miracles, shape terrain.

The champion traverses the land, wins battles, and converts new territories. The god expands their influence, grows the infrastructure, and offers supernatural support.

Here is the catch. The god's powers only work within their territory. Or around the champion. So if they want to help more, they need the champion to explore. If the champion wants to survive, they need the god to support them.

Different games. Different skill sets. One victory condition.

You could scale it. Add multiple champions. Multiple gods. Maybe even a third role entirely like a merchant, a scout, a tactician. There is room to grow. But the point is that no one is forced to step out of the kind of experience they love. They just have to learn how their style supports someone else.

Why It Matters

This is not just about game mechanics. It is about relationships.

Because behind every gamer, there is someone they wish they could share this hobby with. A friend who does not like reflex-based games. A partner who does not want to get yelled at in a PvP match. A family member who gets anxious when there is too much happening on screen.

Right now, most of the industry says, "Tough." If you do not want to play it the way we designed it, maybe games just are not for you.

I do not buy that.

I think there are plenty of people who would love to be involved if the game just made room for them.

I also think there are a ton of gamers who are tired of watering down their own fun just to spend time with the people they care about. They are happy to do it. But what if they did not have to?

What if you could bring your full gamer self to a session and still let someone else do the same, even if your versions of "gamer" look nothing alike?

You Are Not Competing With Other Games

Here is something I believe more dev teams need to hear.

You are not in competition with other games. You are in competition with people's time.

That means your real rivals are movie nights. Board game nights. Date nights. Group chats. You are fighting for the same three hours that could go to watching Netflix or hanging at a bar.

You are not going to build a shooter so good that someone who hates shooters will skip their favorite show for it. That does not exist.

But you might build a game where the shooter lover gets their adrenaline, and their partner gets to solve puzzles, or run a business, or tend a garden, all in the same world. Now you are not fighting for attention. You are offering connection.

You want to win the time war? Stop asking people to be someone else.

The Two-Game Challenge

I will not lie. This idea is a beast.

Designing a game is hard enough. Designing two games that overlap without collapsing into chaos? That is next-level.

But maybe it is not as bad as it sounds.

Because here is the thing. Most games already suffer from feature bloat. Devs try to cram every cool idea into one system. They make skill trees that no one uses. They build crafting systems that feel tacked on. They chase breadth, not depth.

What if, instead of overloading one loop, you built two loops that worked together?

Each could be smaller, more focused, more deliberate. You just need to make sure they matter to each other.

Let the champion protect trade routes so the god can expand. Let the god alter terrain to open new paths for the champion. Let them rely on one another. Let them win together.

You do not need symmetry. You need synergy.

Let Me Be Tingle

If I had to sum it all up, it would be this.

Let me be Tingle.

Let me help from above. Let me explore from below. Let me zoom out while you zoom in. Let me play my game while you play yours.

Let me matter, even if I am not doing the same thing you are.

Let us win as a team, not because we did the same job, but because we did the jobs we wanted to do and did them well.

The Future Is a Framework

This is not a new genre. This is a new framework.

A new way of thinking about play. One where roles are not flattened, where preferences are not penalized, and where collaboration means leaning into difference, not away from it.

The next wave of great co-op games will not be the ones that refine what we already know. They will be the ones that make room for what has not existed yet.

The question is not "how do we get more people to play?"

The question is, "how do we let more people feel like they belong?"

And the answer is simple.

Let them play their game. Let you play yours.

Then build something worth sharing.

And win it together.

Previous
Previous

Earning Equilibrium

Next
Next

The Top 5 Ways Good Games Die