Stack the deck
We can't force players to co-operate. But we've found ways to "nudge" players into being good citizens. Consider this rule: "if one player fails, then you both lose".
Make time for “nothing”
Pauses in a co-op game create space to look at your partner’s contribution and think about what they need. In contrast, non-stop action doesn't leave room to appreciate your partner.
Liquidity is life
We want players to pair up with friends, family, clan-mates and strangers. So we let all players of all experience levels play together. A nice side effect? High liquidity and fast matchmaking.
Players connect through more than just gameplay. Emotes are great. Transforming every tap and drag into networked communication is even better.