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We older gamers remember the good old days of co-op, when you had to huddle up with your buddies on the couch in front of the PlayStation or Xbox. Fast forward to now, however, and with online co-op, you can play with anyone from anywhere.
Online co-op was just a cool feature for some games before. But it’s now a core mechanic of seemingly most games today. And while we usually associate co-op features with big triple-A titles, many indie games are now made with it in mind.
Here’s how the rise of online co-op changed how indie games are made today.
Indie game devs used to follow a pretty simple formula: small team, small scope, single-player. Not because they lacked creativity or ambition (far from it), but because the tech needed to build a functioning multiplayer system back then was expensive and complex. Only AAA companies could afford to do them.
But while not as expansive compared to triple-A titles, indie games prided themselves on having soul, focused on a single fun concept, and without big marketing budgets, relied on word of mouth to sell their game.
They don’t need the latest flagship GPUs either. Sure, they’re a bit janky, but that’s part of the charm, right?
Then, as game dev tech progressed, it became exponentially easier. The rise of online services, cross-platform tools like Unity and Unreal Engine, and cloud-based backends made connecting players a lot more doable.
Of course, devs still need to deal with things like netcode, latency, matchmaking, server management—things that, even today, make even seasoned devs sweat.
But today, with tools like Photon, PlayFab, and Godot’s multiplayer APIs, they’re no longer nearly as intimidating as they used to be.
With this came a shift in mindset. Back then, it wasn’t uncommon for co-op features to feel awkwardly tacked on like some awkward dating sim mini game. Now, it’s become a core loop of many smaller games. Players are looking for them too—a study shows that 66% of console gamers prefer co-op games.
Think about hits like Phasmaphobia (PC), Deep Rock Galactic (PC, Xbox), or Lovers in a Dangerous Spacetime (PC, PS4, Xbox One, Switch)—these games were designed from the ground up with co-op (and friendly fire) in mind.
This shifts all aspects of game design. Level design has to accommodate multiple players. Enemy AI needs to scale. Puzzles must be smart enough for teamwork.
And voice chat? You bet it needs to be tight.
Indie devs are now prioritizing these things, not just because they can or want to. It’s also because they know that social play drives word of mouth, which, as mentioned, is how indie devs without big marketing budgets are able to sell their games.
The rise of online co-op paved the way for games to become more communal in nature. Video game franchises now have active social media pages where they engage fans, players now discuss the game on forums, and, of course, who can forget the mods?
After all, when a game lets four strangers from different continents awkwardly try to coordinate a boss fight and ends with everyone yelling “GG” in six languages, players can create their own stories beyond what the game provides.
For example, just look at Don't Starve Together (PC, PS4, Xbox One). Fans create wild mods that are often inspired by the experiences they shared in-game. That kind of organic growth is a dream for indie devs looking to extend their game’s shelf life without spending triple their budget.
With co-op now being a priority, indie studios are now designing games for a global audience. It’s no longer just “how will this play at PAX?” but “how will a squad of four randoms from different time zones enjoy this together?”
As such, these games are now being made with cultural diversity, accessibility, and language localization in mind from the very start. That’s not just progressive—it’s just smart game design. (Sure, players might need to use the best VPNs for gaming to reduce ping, but that’s on them already.)
But beyond geographical or cultural borders, indie games need to cross the platform divide, too. Being cross-platform is quickly becoming a non-negotiable. The PS5 player, PC player, and Switch player in the friend group all need to be able to hop in and play together seamlessly.
Now that even a dev team of two people on the opposite sides of the globe can make a kick-ass co-op roguelike, what’s next?
With the rise of AI, maybe it’s far-improved procedural generation. Or smarter enemies that try to counter players’ teamwork. Maybe AR or VR games where you’ll feel like you’re actually beside your buddy as you slog through a dungeon (or keep dying because y’all suck).
Whatever it is, there’s no doubt that games are often more fun when played together. And devs, from triple-A to indie studios, will always have to cater to that.