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I'd still like there to be some way for people to make progress even in multiplayer, though. Even if it was to be restricted to friends only and not the full public lobbies, or something.
If a person who hadn't even started the story joins a lobby with a host that's halfway through, with the story on, which cutscenes should appear? Should they just be different for everyone? Should it be dependant on the host? Should the person who joined get their flags updated for watching the hosts cutscenes (thus skipping story for them)?
You imagine the smooth experience of two friends who are playing the whole story together online, but with different saves interacting, the edge cases get weird.
And you just listed the exact reasons why putting the story in co-op is a terrible idea, something that many, many games have discovered. Nobody wants to wait for cutscenes, especially in a game where people can play with randoms. It'll lead to toxicity when people are forced to wait for that one person who wants to see the story instead of running the fights, just like it does in every single MMO that decided putting story in their content was a good idea.
I think the least bad option would be; Public Lobbies have story disabled, Friends Only lobbies are based on the Host's save, and only updates the Host's save.
This avoid's the common annoyance of cutscenes with randoms, and doesn't need to worry about desync between players.
The only bad part is that friends would have to redo story content if they're the one that joins, rather than the one that hosts; but that is already the case right now. Because in order for friends to experience story content together, they either use Parsec/Remote Play Together to do "local" play, which only progresses the story for the Host, or they all play solo offline separately.