An independent magazine about teamwork in video games. We organize no events or quests, sell nothing and don't cover gambling; we are not connected with the former site on this domain.

Guides

Guides and walkthroughs

A regular walkthrough tells you where to go and what to press. Our guides are about something else: how to beat a level as a team and still be friends afterward. Here you'll find the situations every group runs into, from meeting strangers for the first time to the conversation after your tenth failed attempt in a row.

A good leader isn't the one who barks the loudest orders, but the one who leaves everyone in the group knowing what to do next.

— From the editors

About this section: the advice here works for most co-op games, genres and devices. We don't describe specific levels or menus, only the steps and habits that help a team get on the same page.

Guides

Five situations that put team play to the test.

First game with a new team

Introduce yourself, share your experience and ask how everyone likes to play. Treat the first attempt as scouting: the goal is to understand each other, not to clear everything right away.

FAQ

Roles in a group

Discuss who leads, who soaks up damage, who covers and who supports the rest. Roles aren't permanent: rotate so everyone tries something different and sees how hard their teammates have it.

Glossary

How to lead a group

The leader states the plan in one sentence, makes the call when opinions differ and makes sure nobody falls behind. You don't have to boss people around; speaking clearly and listening is enough.

Mechanics

How to coach a newcomer

Explain one or two key things and let the rest come along the way. Give the person a simple task, praise good decisions and don't grab the controls, even if it would be faster.

FAQ

How to review a failed attempt

Take a break and let everyone say what they saw from where they were. Look for a fix for the next attempt, not someone to blame for the last one, and agree on what you'll try to change.

Mechanics

Questthebest articles in English

This is where the magazine's standalone articles for English-speaking readers will appear. We write them specifically for this version of the site, starting from the questions that come up for players in real teams.

What the editors are working on

  • Leading without bossing: how to guide a group without pushing people around
  • Callouts for beginners: how to keep it short when everything is on fire
  • A five-minute post-wipe review: questions that don't hurt
  • Kids on voice chat: what to agree on with parents before the first session

Editorial rules

  • Articles in this catalogue are written separately for each language version and are not translations.
  • Some articles link to third-party websites, including gaming services; we do not control their content, prices or terms.
  • We do not publish advertising for games, services or events, rankings, prices or reviews, and we do not cover gambling.

How to prepare a team session

  1. Lock in the lineup and time

    Find out who's definitely coming and how late they're free. A set start time works better than "once everyone's here": waiting for the first players is more tiring than the game itself.

  2. Name the goal for the night

    Say in advance what you're aiming for: calmly finish a chapter, practice a tough section or just have fun. A shared goal heads off half of your future arguments.

  3. Update the game ahead of time

    Ask everyone to install updates and check they can log in before the agreed time. One long download can hold up the whole group.

  4. Check voice

    In the first few minutes, make sure everyone can be heard, with no echo or background noise. Suggest push-to-talk to anyone with a noisy home, so their mic only transmits while they hold a button.

  5. Assign roles

    Briefly agree on who leads, who covers and who supports. If someone is new, ask which role interests them instead of handing them whatever is left over.

  6. Plan a break and a finish

    Say when the break will be and when you'll wrap up. A short break in the middle refreshes everyone's focus, and an agreed finish time spares you the "one last try" debate.

Callouts that save time

  • "Stop": everyone freezes and waits for the next call; nobody runs ahead.
  • "Fall back": the group retreats to the last safe spot; the review comes later.
  • "Need help" plus a direction: shorter than any story about what happened.
  • "Ready": the player is in position and waiting for the signal, so the leader doesn't have to ask again.
  • "Ping": instead of describing it in words, place a marker on the map or the item.
  • "Quiet": a request to clear the voice channel briefly for an important message.
  • Games

    A catalog of co-op formats, from a single shared screen to large groups, plus questions that help you pick the right format for your team.

  • Mechanics

    Mechanics that change team play: shared rewards, revives, friendly fire, pings, shared progress and matchmaking.

  • FAQ

    Answers about the magazine, team roles, voice chat etiquette and safety in online groups.

  • Glossary

    A team play dictionary: roles, communication and co-op formats in plain words.

What we draw on

  • Codes of conduct and reporting tools in online games (in general terms)
  • Questthebest editorial materials

We describe general principles of team play. Voice, ping and matchmaking settings work differently in every game and change with updates, so look up the exact menu options in your game's official help pages.