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I completely understand your point of view but I don't think you've thought about mine (nor that you should to be honest). Developing an online game is *a lot* of work. To justify that much work the game should sell very well, which is unfortunately not the case.
On the other hand, with the current install ratio adding co-op online would only help those people that already have a friend to play with, that is, very few people.
We're a very small indie developer, we need to make sure we take the right decisions in terms of where to spend our time. Otherwise we may end up out of work very soon.
My apologies,
That's unfortunate but entirely understandable. Thanks for the response. It's basically a double edge sword.
I am also planning to start a monthly couch co-op night with a few of my buddies where I hook my gaming PC up to my big screen, plug in a bunch of Xbox360 controllers, and choose 3-5 local co-op games from my stupid long list of them to try that night.
So from my perspective, the local co-op is excellent. I just got this game, so I haven't had a chance to try it out yet, but I can tell you that the local co-op was one of the reasons that I bought it, so thank you for that.
I understand some people decides not to buy the game because it doesn't support online. I'm fine with that. I just hope they understand implementing online is not just pressing a button and it all works. It's qutie a lot of work and we (indies) have to be very careful with how we spend our resources, lest we end up out of business.
Best regards,
You have my empathy...I used to be a professional dev, and now I'm a program manager (so basically I think things up, ensure proper alignment with customer wants/needs and the market, and do designs/specs). I started coding games when I was a little kid, back when doing that meant ZERO tools, and games were ASCII or CGA things, and drawing a line on the screen meant a line of code. I experienced the very early days of shareware/freeware/donationware as a concept firsthand. I made custom sound packs for DOOM I & II with DOS-based tools. I wrote the first publicly-available mapcycle manager for Half Life 1. But at the time I was doing this, the audience was still mostly pretty technically savvy, because you had to have a certain skill level to even find this stuff in the early days of public internet, and also to apply/use any of these tools. That's not true any more. So yeah, I get it...but my experience is not very common. Most people are just consumers who usually started gaming with the ease of a console unit, and if they became more serious, then they evolved into PC gamers, so their expectations are set unfairly high when it comes to indie games, especially from a single developer.