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If you chose to run your coop game as an internet game it should be listed on the Unity relay servers, and interested players could choose to connect/login at some point. Might take a while though. Back when I ran coop games I had to play for a few hours before anyone else connected.
In my experience if you just leave a game open, then even when someone does join they might just stay for 2-5 minutes without chatting or anything and then just leave again.
I expected this game to be a little bit more coop friendly, because they've included it in the list of the main features of this game, even on the game's logo.
Its not all just point and click, there is stealth kills, how to hack, how to force hacks etc. In the tutorial you dont start out with all agents at first, which means only one would have an agent to control. Making sure all agents are ready to control is a way to make the game more coop friendly, and requiring everyone to have played the tutorial is also to make it more coop friendly.
So imagine, you gather with friends to play the game. Sure no one played it before because coop games usually designed so you explore the mechanics together. You create the game, you invite friends to your game and then you understand that you don't know basics and you don't know the plot. After some time of searching on the web what's wrong, you have to say: "Sorry guys, you have to disconnect and finish the intro each on your own. At least so you could understand what's going on". Not very pleasant, right?
I understand that it may be hard to adjust tutorial to be available in multiplayer. But they could at least show the intro and display a modal window with the briefing, it couldn't be that difficult to implement. Even if developers don't have time for any of that, they could at least put a simple warning that coop intended only for players that finished the intro.
The tutorial takes an hour at most though, so it should not be much of a problem.