Why was co-op functionality omitted?

Discussion in 'General Chat' started by Sablicious, Sep 1, 2017.

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  1. AoM scream "co-op!". Not only because its connections to Saints Row, but also because of the 'hot-swapping' of the game's agents -- implying the co-operation between the various character classes.

    Why was the SR-esque, 2-player co-operative play overlooked for this game? Was it originally designed with [only] single-player in mind -- and if so -- why?

    Was it to do with development time constraints? Or, perhaps hurdles associated with coming to terms with the new game engine (presuming the game is running on something different than SR -- which it seems to be)...?

    AoM seems like a decent game. It smacks of SR and looks like a natural, generational progression for the series (...albeit, still with a somewhat and irksomely 'non interactive' "sandbox" -- no explorable or destructible buildings; bikes cannot be ridden; no flying vehicles (AFAIK); a small-ish city map...). The char. class system isn't a bad idea (although, character customisation / dress-ups are indeed missed). The setting is great -- the use of any place other than hackneyed U.S. locales, should be lauded. The visuals are really nice -- even the clouds move! (...just no dynamic weather).

    However, without the fun and inherent replay value that co-operative mayhem entails, the game seems to be left wanting... Hence, this post.

    (PS: Why wasn't Persepone made playable?! <_<)
     
  2. I'm just guessing, but I feel like since SR 3, Volition has been constantly stretching a small budget to make big games, so it wouldn't be a surprise if the originally intended for multiplayer and just fell short.
     
  3. Quantum

    Quantum Administrator Staff Member

    They needed a new game engine for the new consoles, and that entails a LOT of work. With a limited staff of developers, they probably had to make many trade-offs in order to get a game released so they could have a renewed source of income. Co-op is not trivial to implement at all, especially across multiple console platforms, so it was probably just one of the casualties. There are still a lot of things that need to be added to this engine before you could make a new Saints Row game, and they probably simply didn't have time to do it. AOM just seems like a half step toward a real Saints Row game.
     
  4. which is regrettable considering this game could've become an excellent ip in its own right, a throwback to the Saturday morning cartoons of the past
     
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