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True, polish should have been priority over coop. That could have come later.
You don't add a new huge feature after polish. It's not how programming works.
Apparently Stardew Valley, Ghost of Tsushima, and Untitled Goose Game wouldn't agree with you there.
I think people are exaggerating the whole coop thing but I agree with them in that for a huge, narrative, "choose your own path" coop is probably incredibly niche, everyone wants to be the MC, everyone wants their choices to matter, everyone has their favorite companions, etc.
Heck, I remember in a big discussion about it for BG3 (tying back to DOS 1/2), even fans of COOP admitted it was mostly because they had more fun with the chaotic party game 99% of coop sessions inevitably devolve into as gaming personalities collide.
That was the case with me too. I was trying to take the story serious, meanwhile one of my friends was murdering someone who insulted him because she deserved it and he thought it was funny, while another kept telling us to stay out of melee so he could use pyramid stone cheese to one shot encounters.
These games really aren't made for MP in mind, it's like writing a novel together with everyone inputting at the same time, it just doesn't make sense nor work.
But hey, in BG3's case, it was fine, if you didn't care, you ignored it.
For Owlcat, I do think it was kind of pointless, especially in lieu of using that engineering resource for adding more content or polish.
It works in MMOs, which are perpetual repeating combat events where it does not matter who is present, and the only goal is to kill dragon X. They are made to have fun online and it won't matter if you miss a session or two. In a RPG with a story that doesn't go well.
On the other hand, why should I start a war because they built a coop mode in? I won't ever use it, but it doesn't hurt me being there. The technical people who make online modes work would not create game content anyway, except in smaller teams.
Plus, at some point, Owlcat needed to get off their butts and learn how multiplayer works.
Well, for CRPG fans, yes. Games that draw a more casual audience outside of the fandom, like Divinity Original Sin 1/2 and BG3, probably benefit it to some degree because it lets people treat them like sandbox party games intstead, which may be more to their tastes.
And yeah, coop just goes against the narrative nature of these games. I do want to point out though that the only reason it works in MMORPGs is because MMORPGs literally consider you the MC and just ignore everyone else is even there. For instance, YOU are the commander in Guild Wars 2, even though technically players in your party are THE commander too...
The games typically are on rails though so it's all about when you watch the story less than about when you play it compared to others, which isn't the case for RPGs like this.
You'll never have to worry about companions or narrative choices in 99% of MMORPGs.