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The problem with this line of thinking is that you must believe development exists in a vacuum for it to be feasible. That just doesn't happen, and developers design games in a way they believe will be most profitable. If the loudest elements of a fanbase demand changes to be made in a struggling game, those changes WILL be made.
And another argument that really doesn't hold water in reality. The majority of online games are derived from franchises which had "always been single player". Final Fantasy, World of Warcraft, Grand Theft Auto, and Pokemon all originated as single-player games, and there are many other examples, not to mention those which sprang from popular franchises from other media such as Star Wars.
This argument also ignores the fact that the original developers at Interplay always intended to do an online version of Fallout when the technology to do so caught up to their ambitions. They actually were working on a Fallout Online MMORPG before Zenimax/Bethesda shut it down.
They all resigned, they orphaned their child and left it with strangers.
Funny thing is following where they went and what they are doing now they all ended up in similar situations.
One is making a Knights Templar game which is how he changed the Brotherhood of Steel to be like. Another is making an atmospheric horror game born out of Lovecraftian lore and cryptids. Others have started a studio to create an open world live service game.
All of them could have maintained the energy on FO76 but for whatever reason left. In that case it wasn't burnout but culture or management.
I haven't played much WoW, but in ESO, the quests also seemed mainly SP with the MP stuff being dungeons and trials.
I am sure there are MMOs that have coop quests, but I don't know of them. The Borderlands games seem more like what you are talking about.
What I'm expecting, is at least a clear interface that shows if a quest can be completed in coop or not.
For example, in quests type 1 there is such interface warning you that you can enter the instance with the team leader and only help them complete their quest. But for the quests type 3, there is no indication at all. The player has no idea that they cannot complete that quest in any way, as long as they are in a team. This contradicts industry standards (as much there are such things), as well as common sense.
Haha!
https://forums.elderscrollsonline.com/en/discussion/91467/so-freaking-frustrated-and-disappointed-about-not-having-the-ability-to-share-quests-with-friends
LMAO!
A "MMO" with a smaller session player capacity than some 90s first person shooters
sv_maxclients 64
It seems that Zenimax/Bethesda are just S.P.E.C.I.A.L.
After the first incarnation of 76 failed miserably, Bethesda changed course. They then decided to build a traditional quest-driven single player experience, but in a world filled with bullet sponge enemies to make playing by yourself painful to "encourage" multiplayer. Not exactly a recipe for fun.
You and your gf would be better served playing just about anything else.
Heed my revelation. Bear with me, for it is glorious:
1. Join the same server as your coop buddy.
2. Do NOT make a coop team.
Ta-daa! That's it. Throw the half-assed coop feature out of the window and you get the opportunity to play ALL quests together, simply by playing them out separately! Otherwise like half of the content just doesn't reach one of the players, and you never know WHICH half.
Yesterday we played the Beckett quest 3 times before we get to this glorious revelation and just enter and complete it separately.
What you lose when this genius solution is applied, is merely the following:
- No team interface, so you can't see the other player's health, nor have them shown on the map.
- You don't get to teleport in their camp for free.
- You throw all cards with team bonuses out of the window.
Of course, you can safely be on a team during the time when not on a quest, right?
Good work, Bethesda!