Marvelous! I loved board games when I was young. Then I stopped liking them when I decided they didn't usually foster interesting conversations. I think you've identified why that is. I've encountered just a couple of games with a cooperative/competitive dynamic.
One is The Bean Game, Bohnanza. It does have the most points win rule, but we played so everyone was interested in how they placed. We also relaxed the restrictions on card trading, at first by not remembering that rule. A remarkable thing emerged over sessions: the most generous and kindest player tended to win. People wanted to be generous back to them. They did more trades, so had better card sets.
Your game here seems marvelous. I particularly love the idea that the players aren't balanced, so you can't compare scores. This makes game design vastly easier and allows more creativity in tinkering with abilities, etc.
I want a copy!
I also think this could be commercially successful; a polished version sounds like it would be aesthetically pleasing, and the tag line of "teach your kids to negotiate in potentially adversarial situations" would be highly compelling for parents.
The pitch you've given is highly compelling to me as a rationalist, so I think you'd sell some to the rationalist community if you could get it even decently manufactured.
Update: I'm polishing up the game assets up a bit so that others can print a copy, and hopefully this iteration will generate workable scenarios more reliably with higher learning/setup efficiencies. Hopefully will be ready in a week. Then I'll get back to everyone who expressed interest in playtesting/developing.
Updated thoughts
Optimal Weave I played a trial run of a printed copy of Optimal Weave. It felt like it had a core of something workable, but needed polishing in order to be something I could pull others into playing with me and have them be satisfied by the experience. I should write up more thoughts on this.
Other Games I've been thinking about other games which could be modified to be cohabitative. It's fascinating how an iterated prisoners' dilemma naturally arises out of such patterns. For example, Go. Play it as a cohabitative game by giving every play...
The most fun I've ever had in playing a semi-cooperative game was playing Legend of Zelda: Four Swords with three friends. You all have to work together to beat levels, but players get "medals of courage" for collecting the most "force gems." But the way the game was structured, beating the level was (A) presented as the primary objective, and (B) at least moderately challenging. This led it to feel like a win for the team when we beat the level, and prevented too much sabotaging other players for force gems since that could put the team in danger of losing. But trying to see how much jockeying for medals one could get away with while still beating the level was very fun.
I like the idea of Peacemakers. I even had the same idea myself---to make an explicitly semi-cooperative game with a goal of maximizing your own score but every player having a different scoring mechanism---but haven't done anything with it.
That said, I think you're underestimating how much cooperation there is in a zero-sum game.
...If you offer a deal, you must be doing it because it increases your chance of winning, but only one person can win under the MostPointsWins rule, so that deal couldn’t be very good for me, and I’ll always suspect your deal of be
I've just watched Disney's Strange Worlds which explicitly features a cohabitive game in its plot called Primal Outpost.
The rules aren't really shown, we just know that it's played with terrain tiles, there are monsters, and the goal is ultimately to create a sustainable ecosystem. The concept honestly looked really cool, but the movie underperformed, so I don't think we're going to see a tie-in game, unfortunately.
But it shows that the basic idea of a cohabitative game is more appealing that you might think!
(No but seriously, if anyone knows of a Primal Outpost knock-off, I need to know about it.)
Curated.
I quite liked this post, both from the perspective of "game design" and "coordination theory/practice."
I think some of the claims here are overstated – some commenters have pointed out other board games that meet the technical description of cohabitive, and I think there are a fair amount of games that have some cohabitive nature to them (i.e. I think kids playing on the playground, improvising various roleplaying games, often have some of this nature to it). I roll to disbelieve on "Every single board game rulebook contains the line "The pla...
I do quite like your overall idea and background theory here. Having more cohabitive games (sorry, I like that name better) seems probably important.
Something feels off about "just try to get as many points as you can". I don't know if this is just 37 years of competitive-game propaganda talking, but if you give everyone a score, the only way I really have to tell me "how good is this abstract number?" is to compare myself to other players, and that naturally puts me into somewhat of a competitive mindset.
The things that actually put me in a collaborative ...
Here's a cooperation game people haven't mentioned yet: Galerapagos.
The base idea is: you're all stuck on a desert island, Robinson Crusoe style. You need to escape before the island's volcano erupts. The aesthetics are loosely inspired by Koh Lanta, the French equivalent of Survivor.
Each player can do a certain number of actions, namely fish, collect water, help build an escape raft, and scavenge for materials. Each player has an individual inventory.
While it's possible for everyone to escape alive, there's some incentives to defect from the group (eg kee...
omg i just noticed there are 602 semi-cooperative games on boardgamegeek, I'd previously stopped looking after the top 6. I've got a lot of reading to do, and I know that almost all of it will end with disappointment (usually the disappointment will be seeing MostPointsWins again), and the few that don't will be games that, for whatever reason, never got big enough for me to hear about them q,q
I'm glad I encountered this post! This comment is a bit of a brain dump, not much time taken to edit: A month or so ago I attempted a first pass at designing a semi-cooperative board game and it ended up having some pretty similar elements. I got bogged down in a complicated-to-work-in mechanic that allows games to become arbitrarily large which I won't go in to. I'm not attached to owning any of the ideas I was trying to work in and would love to see somebody do something clever with them (especially if I get to play better games as a result).
The most int...
My favorite cohabitive game (in case you have not already thought about it) is hacky sack. Its the team against entropy. Not as directly parallel to diplomacy but still great game.
So imagine how much richer expressions of character could be if you had this whole other dimension of gameplay design to work with. That would be cohabitive.
4X games and engine-building games have a lot of that. For instance, in Terraforming Mars, your starting corporations will have different start bonuses that radically shape your strategy throughout the entire game. In a 4X game, you might have a faction with very cheap military production that will focus on zerg-rushing other players; and a faction with research bonuses that will focus more on long-...
Sometimes in games there is the opportunity to disrupt the zero sum aspect and this is fun as it is a hidden differing goal way to play. In both Monopoly and Pit it is possible to collect an anti monopoly: one of each color. This makes the average traversal around the board positive EV.
I'm reminded a bit of the Discworld Ankh-Morpork game, where the players can be pursuing entirely different (secret) win conditions that only partly intersect with each other (drawn from a set of cards containing 3 with "gain control of X territories", and 1 each of "place at least one minion in X territories", "put X territories into a state of conflict" "accumulate X amount of money" and "finish the deck of cards without any other player achieving their goal")
But it's still a single-winner game where you have to be alert against other players potentiall...
This is really interesting work, and I hope it will be of value to educating people about negotiation. I agree with many of the things you say here, and many of your design decisions, but I think there's a few minor points where I see things differently.
I think it's valuable to player motivation to give them the ability to track their own performance between games. I think this could look like having a set of pre-designed maps, with a certain difficulty score assigned to each role. Then players could track how well they did against a difficulty score. Havi...
For online cohabitives, you have to ask how you make agreements binding. People will be less honorable with strangers, especially if you take advantage of the linear returns of persistent score to model utility payouts.
We talked a bit about having temporary recording and arbitration processes for contract violation reports. Obviously, that has a bit of overhead, in implementation complexity and probably as an ongoing running cost.
In many cases, players might be so familiar with the rhythms of the game that it isn't necessary for the contract system to be s...
These three cooperative games don't give players a hidden agendas:
You don't need VR for board games, you just need to transfer the entire board game into a user interface, which very doable since board games are 2D. That said, Tabletop Simulator is a full physics-based board game playing environment, often played on desktop.
I think Among Us (though competitive) has shown that voice chat is all you need. Alternatively, you can lean into limited communication channels as a source of conflict, like Hanabi
Hum. The existing games that most make me think of this approach/style are
Interesting post. One small area where I might have a useful insight:
...A lot of online multiplayer games rest on the appeal of their character design. Think of Smash Bros, Overwatch, or League of Legends. Characters' unique abilities give rise to a dense hypergraphs of strategic relationships which players will want to learn the whole of.
But in these games, a character cannot have unique motivations. They'll have a backstory that alludes to some, but in the game, that will be forgotten. Instead, every mind will be turned towards just one game and one goal: K
Have you looked into new angeles? Action choices are cooperative, with lots of negotiation. Each player is secretly targeting another player, and wins if they end with more points than their target (so you could have a 6 player game where the people who ended with most, and 4th and 5th most win, while 2nd, 3rd, and 6th lose.)
I approve of this.
I have several thoughts. I think I'm going to try writing several replies to myself here, so people can discuss (& vote on) them separately. (If you find this objectionable, I'm willing to consolidate. I also considered making each a top-level comment but that feels spammy.)
War of Whispers is a semi-cooperative game where you play as cults directing nations in their wars. The reason it's cooperative is because each player's cult can change the nation they are supporting. So you can end up negotiating and cooperating with other players to boost a particular nation, because you both get points for it.
Both times I've played people started on opposite sides, then ended up on the same or nearly the same side. In one of the games two players tied.
There is still the counting of points so it doesn't quite fit what you are going for here, but it is the closest game I know of where multiple players can start negotiating for mutual aid and both win.
I think there could be an interesting game that leaned even harder into the creation and testing of contracts and rules. What if players each controlled a state within a nation, and had to agree on Federal laws. They could also make state laws. After a round of law making and voting, a computer simulation of economy and population growth and whatnot would play out. The effects of the interplay of all the laws would become obvious. Then, another round of law making.
I have thought some about making a cohabitive card game, where people’s utility functions are randomized in the beginning. There is definitely a problem where you play, and complete the game, and have no clue how you did. So you feel less of a sense of accomplishment.
After thinking about this a bit, I think a good solution is to have two games with identical utility function distributions played at the same time, and players must try to beat their causally isolated counterparts.
I know of at least one game in which instead of there being only one winner, there is instead only one loser...
If you're adamant, message me, and I can give you a copy of the makeplayingcards project and you can have a copy printed.
I'd be really curious to try it, but I don't have a group for it. Maybe an online session of some sort could be organised? Heck, we could probably whip up a crude multiplayer version of it to test it.
Another interesting possibility is the oncoming ACX meet up. I don't know if I'll manage to be there but last time there were "unconference" style tables and it would be easy to organise a few playtesting sessions if they're short enough (less than 1 h).
My finding is that as soon as you show a gamer any scoring system, their eyes turn red and they start machinating under the assumption that the MostPointsWins rule is in play, it's close to hopeless.
Point numbers are only meaningful in context. I wonder if you're giving people points but not giving them anything to compare to, so the only option is to compare to the other players? Maybe give people some targets to shoot for, like 25 points is good, 50 points is great, 75 points is amazing (and calibrate them so it's basically impossible to get the mid- and high- scores without cooperating).
The LessWrong Review runs every year to select the posts that have most stood the test of time. This post is not yet eligible for review, but will be at the end of 2024. The top fifty or so posts are featured prominently on the site throughout the year.
Hopefully, the review is better than karma at judging enduring value. If we have accurate prediction markets on the review results, maybe we can have better incentives on LessWrong today. Will this post make the top fifty?
This is really cool to see. I've had a design in the works for a mixed-motive strategy game ever since I read The Strategy of Conflict a couple years ago, but it remains on the "Later" pile for now. I'm glad to see someone else exploring this niche so I won't have to break too much new ground.
Competition is bad! Ooooh thats going to get some goats. Competition is only legitimate when there are true shortages of necessary things, in other words when times are in crisis. This does occur in nature obviously and we as humans have observed it. A dog will indeed eat a dog but only in extreme conditions. The problem is that we then optimized and structured civilization in favor of that behavior.
Humans do not need that kind of motivation in order to do all of the wonderful things we are capable of. Competition elicits all of humanitie...
There are many fully cooperative board games, where all the players work together to win or lose as a group. There are many partially cooperative board games, which can only be won through cooperation and negotiation. There are many competitive games for 3+ players where it is common for two players to make strongly mutually beneficial deals, especially when the third player is currently winning. There are many competitive games that run multiple rounds, where placement in each round matters, not just who gets first place, so negotiating to end up in secon...
A cohabitive game[1] is a partially cooperative, partially competitive multiplayer game that provides an anarchic dojo for development in applied cooperative bargaining, or negotiation.
Applied cooperative bargaining isn't currently taught, despite being an infrastructural literacy for peace, trade, democracy or any other form of pluralism. We suffer for that. There are many good board games that come close to meeting the criteria of a cohabitive game today, but they all[2] miss in one way or another, forbidding sophisticated negotiation from being practiced.
So, over the past couple of years, we've been gradually and irregularly designing and playtesting the first[2] cohabitive boardgame, which for now we can call
Difference and PeacePeacewager 1, or P1. This article explains why we think this new genre is important, how it's been going, what we've learned, and where we should go next.I hope that cohabitive games will aid both laypeople and theorists in developing cooperative bargaining as theory, practice and culture, but I also expect these games to just be more fun than purely cooperative or purely competitive games, supporting livelier dialog, and a wider variety of interesting strategic relationships and dynamics.
A salve for strife and waste
In these primal lands
It can be found
Motivation
We all need it
In our formative years, we make many choices, but we hold no power, so most of us don't receive experience in negotiation until we're well into adulthood. Natural experiences of conflict tend to be messy, ambiguous, with high stakes, forbidding free experimentation. It's very much not conducive to learning. So let's make games that foster clear, low-stakes scenarios where negotiation can be learned.
Democracy requires this of us. When we are not taught to recognize acceptable compromise, we wont be able to recognize legitimate political outcomes either. Most suffering comes from that.
A person without negotiation skills will lack faith in the possibility of peaceful resolution of conflict. They will consummate either as an eliminationist, or they will live in denial of conflict, they will hide it, hide from it. They won't have an appropriate sense of when to stand their ground or when to capitulate. The social norms of their cliques will expect and demand passivity, compliance, and avoidance. Conflicts will fester. When conflicts inevitably play out, the less acknowledged, the messier they will be. Instead of words and deals, death or withering and waste. We cannot live together like this.
We must teach negotiation, the graceful reckoning with difference. We must make it fun, approachable and learnable for so many more people. We must enter this uncharted genre and find the fun and signpost it so that it is easy for those in need of it to recognize the fun in it. (That is all good game designers do.)
Theorists might need it too
I also hope that cohabitive games will be helpful to game theorists or decision theorists, to build intuitions about embedded negotiation. Negotiation is reified cooperative bargaining theory, which drops hints about the ideal shape of preference aggregation. It also might be relevant to extortion resistance and averting extortion races.
There's a really interesting open question: Will advanced technological agencies, starting as separate beings without transparent cognition, converge towards merger, or towards war? I think we really might stumble onto a lot of relevant intuitions in our travels through these games.
(Also, I just expect them to be good games, this is discussed throughout)
First to Arrive (Confused, Anxious and Lonely)
Every single board game rulebook contains the line "The player with the most points at the end of the game wins." (MostPointsWins). I don't understand why, and I'm not sure anyone does. MostPointsWins makes every game it afflicts into a zero sum game. Cohabitive games, in contrast, are positive-sum, as is real life. The absoluteness of the payouts (Win or Lose and nothing in between[3]) pretty much forbids negotiation, because it's inherently going to be rare that any two players benefit from following the same plan for very long. If you offer a deal, you must be doing it because it increases your chance of winning, but only one person can win under the MostPointsWins rule, so that deal couldn't be very good for me, and I'll always suspect your deal of being a trick, so in most cases no detailed deals will be offered. That crucial art of weaving agreements that allow us to stably share the world with others is all but forbidden in basically every board game we have.
That probably isn't healthy.
When there's no incentive to make deals, with that you lose an incentive to inquire together and build a true shared understanding of the game within the group. That wedges a hatchet in the head of the social learning process. In contrast, in P1, sharing our understanding of the game was about all we did. That might have had something to do with it being a new kind of game which everyone was very enthusiastic to get to know, but it probably had something to do with the fact that we all had incentives to help our peers to understand what we needed from them and how we'd make it worthwhile for them, or why it would be a mistake to encroach on this territory or that. We benefited from other players knowing more, instead of being harmed by it.
Since learnability is everything, for a game, (and for many other reasons) I expect that cohabitive games will just be better games in general, as it enables far more social learning.
If the MostPointsWins rule is so destructive, why is it so common?
I can think of a lot of reasons, but we'll defeat every one of them:
Or maybe I'll write that in big letters on the front of the game box or something so that they don't have to say it.
Playgroups who understand that will understand the game and have a good time.
So I can understand why game designers keep doing MostPointsWins over and over but I don't think it's actually good, it seems not fun nor healthy nor lucrative, relative to the alternative. It's just a bad design habit that lines up with pre-existing expectations about what a board game is, which I think people are going to be happy to re-evaluate when faced with novel contenders that actually pull it off and manage to be fun and interesting games.
Enter,
Peacewager 1.
(Update: P1 has been released as Optimal Weave 0.1. You should look at it there)
Each player controls a pair of characters. Every turn, each character can move one space and perform any of its unique actions, which transform the landscape and affect other characters.
Players have a couple of value cards, which describe ways of scoring, depending on the state of the environment at the end of the game. Crucially, players' values are displayed in the open.
Examples: One player might score a point for each remaining forest, another might score for fields (mutually exclusive), and most characters will lose points for the presence of holes in one area or another. And there can be more complex criteria, like wanting forests that are next to other forests, or volcanoes that are next to lakes, or frozen lakes that are next to both a tomb and a mountain.
These give rise to complex relationships, conflicts and alliances, which in turn give meaning to the landscape. That mountain, next to a lake, isn't just any mountain, it's very important to Isla. If you volcanoize it, Isla might have Dean kill your firstborn. (Dean will do what Isla says because she is the only one who can freeze lakes.)
The game ends after a certain number of rounds. Players must make efficient use of the time they have.
Your goal is to score high, individually. You should be indifferent to other players' scores, they are not your score. Cooperate when it benefits you. Steal when it benefits you. The goal of the game is to reckon with all of the selfishness and atomization that exists and find the sacred patterns of coordination that survive it.
A challenging cohabitive game should tilt towards tragedy, it should generate visceral examples of diplomatic failure, irrational wars, costly to all sides, until players learn to coordinate to escape it. Uncoordinated action, by default, should tend to be punished in these sorts of ways:
In P1, players learn that by making sensible agreements they can easily avoid these things. (In future games, I think I'll give the challenge of avoiding these things more texture. More on that later.)
Relationships between the characters of P1 are uniquely rich. The other players are not just obstacles, they're also affordances, you will probably need their help, so try to find something to offer them. Sometimes you won't have anything they immediately need, and instead you'll have something that is wanted by a third person who has something that they need and then things get very intricate.
I think one of the things that made it difficult for new players to connect with the premise was the continuous payout scoring. There wasn't a crisp objective, at the end of a game, the game wouldn't unambiguously tell you whether you had done Well or Poorly, it wouldn't tell you which player was most skilled (because everyone was essentially playing a different game (some goals may be harder to pursue than others, and some characters may be generally stronger, or may score more easily than others)) The game wouldn't even reliably tell you whether you'd improved on your own previous score, since conditions varied so widely between sessions that a mediocre score in one scenario would be impossible in another.
That worked for me, I found a lot of the ambiguity and openendedness of multiplayer outcomes delightful and refreshing, the game didn't tell you how to feel, you had to figure that out for yourself, as it always is in life. (But it is still all clearer than life ever is.)
But I think it's important for learning players to be told what it is they'll learn and how to tell they've learned it. That's what a crisp, binary goal does.
A simple fix for this would be to find a particular score threshold that players will achieve with and only with practice, and tell the player "If you score this high, you've Succeeded (now move onto the next game module)"
I'm very aware that not all numbers will feel interesting or meaningful to optimize, so I tried to make the numbers represent things that people could viscerally relate to, goals like "grow your town", "protect trees", "create habitats for a certian blessed animal", "prevent as many murders as you can" (and the compliment, a novelty character, "do all of the murders").
To facilitate dealmaking, P1 just permits any contract and punishes violations of contracts with the removal of the violator's pieces (death) and the balancing of the violator's score to zero (torture?). On receiving this affordance, we found that we didn't quite know what to do with it, it was too big to swallow in one sitting. In retrospect, it could have been used to instrument systems of extortion ("I hereby enter into a contract where if you do not torch your own mountains, I must kill your elder piece, (otherwise, if you comply, I will not kill it for at least five turns).") I have no idea what I would have done if someone had started using it for that, but no one thought of it! (thankfully?) I remember one playtest session being during an event, and at that event was a particular contract lawyer with a love for shenanigans. I would have loved to see what he would have done with it. IIRC, I don't think I was able to convince him to join on. I should dig into that. The ones who don't show up are often the ones who have the most to tell us.
Would you like to try Peacewager 1?
You now can! An updated version is available in both professionally produced and printed form!
P1 and P2 could be adapted for very different purposes.
Peacewager 2Friendly Cohabitive (FC) (provisional title) is being considered for the purpose of gently guiding all sorts of people to let go of eliminationist preconceptions and practice sharing a world vivaciously. No tweak could turn P1 into that, but P1 could be developed into something that is worthwhile in a different way.Resembling P1, Ritual Cohabitive would be a minimal, probably more abstract stand-alone game for game hosts who already have background in diplomacy. The game would serve a useful ritualistic social function of establishing common knowledge that both players possess an aptitude in good faith negotiation, revealing, pledging that it can be expected of us. Turning the vibe of their interactions up towards confession of difference enabling productive dialog. The sort of thing you'd play a quick round of before penning a deal, or to start a relationship with strong honesty norms. It would be nice for that to exist. P1 could develop into that. I wouldn't recommend it for that yet. Maybe soon. It needs more of a sacred air to it, less bag of parts.
If I focus on this specific purpose, P1 can probably be refined and simplified quite a bit.
Getting cards printed
The cards were printed via MakePlayingCards. I can neither recommend nor disrecommend, they're the first ones I tried, prices seemed good. The print alignment is a bit wonky. Colors aren't very vibrant, but that could just be due to printers and computer displays inevitably having different colorspaces and me not adjusting my graphics for them. The only way you can be sure of what colors you're going to get from a printer is to have them physically send you some test prints.
Friendly Cohabitive. Various thoughts on Next Steps:
I'm not sure whether having it both ways is possible here; It requires us to find rules that don't distract from learning in the social context, but which also give rise to interesting challenges in the asocial context. Unlikely. Maybe we should give up on this one.
We may still be able to retain some differentiability here: Clear probabilistic factors in success (eg, items that help only some of the time, which they should collect many of), and the success of the group — the number of players who were able to meet their goals — could be another continuous measure of the negotiation skills of the group.
Cohabitive games that aren't board games
I'm not sure whether I want to keep working on physical boardgames. I actually don't play them very often. But also, digital online games are more flexible in a couple of ways.
There are reasons the physical format is less limiting than you might expect, boardgames are very good. A boardgame requires the rules to fit in the players' head, but that's also just a pretty decent account of good game design: accessible strategic depth, the laws of those arenas of maximum fun, where we can most easily learn to generate complex strategies, must necessarily be able to fit into the player's head. Physical boardgames also require players to physically get together around a table, but that's also currently the only way to get top quality conversations. Both of these things are really well suited to cohabitive games, conversation is crucial, and negotiation is far more tractable when the rules of the world are simple and legible.
But the board game medium is still somewhat limiting. It imposes constraints on board size, setup procedure duration, and cleanup, and upkeep, and the number of calculation steps involved in scoring rules. This all makes it harder to model real systems. Physical presence isn't the only option, too: VR does promise a quality of shared presence and conversation that digital experiences haven't had before. But VR won't be good enough for this for a few years (it's currently too low-res, or too expensive), and I don't expect it to become ubiquitous enough for VR tabletop games to be see wide popularity until a few years after that.
And if we start thinking more in the domain of video games, we can imagine very different kinds of cohabitive games.
A lot of online multiplayer games rest on the appeal of their character design. Think of Smash Bros, Overwatch, or League of Legends. Characters' unique abilities give rise to a dense hypergraphs of strategic relationships which players will want to learn the whole of.
But in these games, a character cannot have unique motivations. They'll have a backstory that alludes to some, but in the game, that will be forgotten. Instead, every mind will be turned towards just one game and one goal: Kill the other team, whoever they are. MostPointsWins forbids the expression of the most interesting dimensions of personality.
So imagine how much richer expressions of character could be if you had this whole other dimension of gameplay design to work with. That would be cohabitive.
This too might have to wait for VR, though. When different characters have such different intentions, where each new matchup adds up to a new game, conversation might be strictly required to collectively make sense of the situation and avoid collapsing into a boring kind of chaos. That would require good voice audio quality. Players wont reliably have good voice audio gear until VR is popular. I'm not sure, though. It might also be the case that since you actually do know other characters' motives, and you can try playing as the other characters, that could foster enough empathy, and explicit communication wont be needed (beyond simple signals like "let's cooperate", pointing, and maybe a system for addressing violations of expectations?). I'm a little bit surprised that competitive character action games work at all without voice audio, from what I can tell (?) they do, so pre-VR short match character cohabitives might work fine as well. (But I don't expect I'll be able to make one in the foreseeable future. Very open to part time roles in collaborations though.)
The development of Ritual Cohabitive, and Negotiable Cohabitive is likely to proceed pretty slowly. If anyone would be interested in developing (or already is developing) a negotiation game of your own, I'd love to know you, and I'll try to support you! Join the element chat and we'll get started.
The name was introduced by screwtape. I decided it was a better name for the genre than the one I was using before, and I've signed on with it.
It's true, as far as I can tell, there really are no other board games like this today. There are semi-cooperative games, but all of the good ones happen to be hidden motive games, where players' unique agendas are kept secret (Nemesis), which makes negotiation unlikely to occur.
I think there are eurogames that can be played as if they were Peacewagers (please reply if you can think of any that work perfectly with the MostPointsWins rule removed), but the ones I've seen were not designed for it and they don't encourage or support it. It really seems like I'm the first to turn up. I'm not feeling triumphant about that, I am feeling more, confused, anxious, and lonely about it.
There are some video games that might qualify, games like Ark or Rust, but they tend to collapse into factional eliminationism and negotiation dynamics tend to be blighted with griefing. Motives are usually ambiguous. Negotiation comes almost accidentally.
I've heard objections like, no, losing isn't a zero payout, there's better and worse loss outcomes: coming second is better than coming third, losing by a hair is better than losing by a lot. I guess that is valid. I don't know how many players see the MostPointsWins rule this way. It's still presented as zero-sum, though. So finding that most resilient peace in these games is still going to be impossible almost all of the time.