A feature of a game - being able to be played cooperationally and competitively during a single playthrough.

How is that possible? Co-optional computer games are usually:
1) real-time (as opposed to turn-based) and arcade-like, i.e. require skill usually both of manual dexterity and quick decision-making;
2) with broadly described [[condition]. You know you win when you get to the end of the level. But should it be as fast as possible? Faster than your opponent? This is up to you.

We can see that both qualities apply also to music games. Success of a singular play usually depends on timing. And, according to the (first rule of music games, there is usually one general and very loosely defined goal of a music game: it is to make good music . But what that means? It's up to you. And from game to game you may find that you sometimes share some of that idea with other participants (and "form a coalition") or that great music comes sometimes from a well played opposition of ideas.

Co-optional games:

Mark for clarification

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