In game design, cooperation and competition are two core elements of player interaction. Many games allow players to switch between allies and opponents, experiencing the power of teamwork while also feeling the tension of competition. Today, we’re discussing an intriguing game design concept: the Law of Distribution of Cooperation and Competition.
What is the Law of Distribution of Cooperation and Competition?
The law of distribution of cooperation and competition can be expressed with a formula:

This expression means that if A and B cooperate first, then jointly compete against C, the outcome may be similar to when A and B separately compete against C and then cooperate. In other words, whether players cooperate before competing or compete before cooperating, in some cases, their final outcomes and experiences can be very similar. This “equivalence” reveals the dynamic balance between cooperation and competition.
Why is this important for game design?
This theory offers a new way of thinking about the interaction between cooperation and competition, moving beyond linear narratives or the simple division between allies and enemies. By adopting this dynamic mindset, designers can create more complex and meaningful gaming experiences. Cooperation and competition are no longer static behaviors but strategies that can be switched at any time. This mechanism adds depth to the game, encouraging players to think more frequently and adjust their actions.
Practical Applications of the Theory
1. Dynamic Alliances and Betrayal
In many multiplayer games (such as the “Civilization” series or “Game of Thrones”-style strategy games), players can form alliances with other players or NPC factions to help each other defeat a common enemy. However, over time, these cooperative relationships may break down, with players choosing to betray their allies and engage in new competition. The law of distribution of cooperation and competition suggests the possibility that players may first cooperate to defeat a common enemy, only to turn against each other later, or realize the necessity of cooperation amidst competition, forming new alliances.
Example: In a strategy game, A and B team up to fight a powerful enemy, C. After winning through cooperation, A and B’s conflicting interests emerge, leading to a breakdown of their alliance and the beginning of competition. In another version of the game, A and B start by separately fighting C, only to realize they are too weak on their own, eventually teaming up to face the strong enemy. Through this mechanism, players can experience the dynamic shift between cooperation and competition.
2. Co-opetition Mechanism
Some games require players to both cooperate and compete. This “co-opetition” relationship is common in survival games like “Fortnite” or “Apex Legends.” In these games, players often temporarily cooperate with others to overcome immediate threats, then later compete against each other for the ultimate victory. The law of distribution of cooperation and competition helps game designers naturally introduce this co-opetition mechanism.
Example: In a multiplayer competitive game, players can cooperate to gather resources or build defenses, but in the final stage of the game, they must compete with limited resources to determine the winner. This mechanism forces players to constantly weigh when to cooperate and when to compete throughout the game.
3. Asynchronous Cooperation and Competition
The law of distribution of cooperation and competition can also be applied to asynchronous game design. For example, players play at different times, and their actions indirectly affect the experiences of others through system matching. In such cases, competition can lay the foundation for later cooperation, and vice versa.
Example: In a construction game, players A and B each compete against the same NPC enemy C. During the competition, A and B gradually gain experience in fighting C. Later in the game, they decide to cooperate, exchanging information and resources to jointly defeat C. This asynchronous cooperation mechanism offers players more diverse interaction models, beyond real-time multiplayer interaction.
4. Balancing the Benefits of Cooperation and Competition
In some games, players’ motivations to cooperate or compete are driven by their interests. Designers can use the law of distribution of cooperation and competition to balance the game experience across different stages. For example, early cooperation may offer obvious short-term benefits, while later competition provides longer-term rewards. This design not only adds depth to the game but also gives players more freedom to choose their strategies.
Example: In a multiplayer RPG, players need to cooperate to complete important tasks, such as defeating a powerful boss to obtain equipment. After the task, players are free to choose whether to continue cooperating for the next mission or compete with their teammates for rare resources. The shift between cooperation and competition makes player interaction more flexible and enriches the overall gaming experience.
Conclusion
The law of distribution of cooperation and competition offers a new way of thinking for game design. It helps designers understand and shape the complex interactions between players, making cooperation and competition no longer fixed, binary oppositions, but dynamically shifting, interrelated actions. By flexibly applying this theory, games can become more strategic and deep, allowing players to experience richer interactions and decision-making spaces.
In future game designs, this theory can be widely applied to multiplayer games, strategy games, competitive games, and other types, creating more complex game worlds. By designing interaction mechanisms between cooperation and competition, players will be able to find their own strategies in the dynamic relationship between competition and cooperation, enjoying more challenging and enjoyable gaming experiences.




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