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"We are not going to implement the 4-player game mode. This is because the entire structure, levels, and rules of the game are not scalable to 3 or 4 players. It may have been a design mistake from the beginning that limits our audience, but making the game for 4 players would literally take us more time than creating another game. That being said, perhaps the single-player and two-player modes wouldn't have been as polished if we could play with 3 or 4 players."
https://www.reddit.com/r/Roboquest/comments/17g18i2/comment/k6om30r/
Let's look at Dark Souls 1/Remastered for example. A friendly summon increases boss health by 35% each. Easy solution right? Sure. Until you fight the 4 kings. Due to their unique shared health pool they become the hardest boss in the game coop, especially on NG+. Most guides recommend NOT summoning phantoms for this fight (or at least NPCs) because the damage they bring into the fight doesn't offset all the health they add to the boss. There is no way around it. *Unless*, motivated by balance, they went out of their way to nerf the health boost for that boss specifically, coding an exception specifically for it. That takes time and energy to even realize where a bottleneck is happening, let alone how to "fix" it correctly. Now realize we're lucky and that's the only boss that gets affected. What if a dozen other situations became just as unbalanced? Then suddenly the "simple" solution of "just buff everything by a percentage" doesn't always work.
Don't get me wrong, I would LOVE this game in up to 4 players. But I understand the dev's argument that it isn't as simple as just giving everything more health.