The hostilty to co-op and/or multiplayer is due to the fact that this has been tossed out and about over and over and over and over and over and over ad nauseum. In Skyrim. In Oblivion. In Morrowind. In Redguard. In Battlespire (despite having an online capability....which didn't work that well in general). In Daggerfall. Arena was =intended= to be just that; an Arena with online or networked play...which the tech of the time didn't support, and so we got the game as it was. And the reasons for not having it have remained the same:
(1) Taking into account the fundamental design structures that almost all of the games have had, gamesas would have to build and maintain a server farm to hold the game world. With the expense of maintaining, upgrading, code patching, damage repairing, cheater chasing, and all the other fun things that every other MMORPG has to deal with. Which tends to be very expensive....so much so that future games simply don't get written, as all the resources are gobbled up by the initial game.
(2) The RPG elements were established by Ted Peterson and Ken Rolston; all of which have been balanced for -single player gaming-. Single player rules do not work in co-op or multiplayer. So you toss the years of documents and formulas, or you stick to what works.
(5) Since Daggerfall (not sure about Arena), gamesas has used a cell structure to the game world. Hence the pauses for pre-loading nearby cells into memory as you move into a new cell. The only way for co-op to work is to either force the two player characters to cross into and out of the same cell at the same time, or make the cells small enough that you can have several loaded into active memory, making it possible for the characters to not be glued to each other (although highly doubtful they could ever be out of sight of each other).
On a personal note, is it not possible to leave =one= single player CRPG for those of us who don't want a 'social experience'?
I admittedly extracted 3 and 4 to address the others which were more pertinent to me.
To your first point, the reason that the pleas, pettitions and arguments for co-op keep coming up should be obvious enough. . . . those who have paused to consider what the game would be like if they could take a friend along as a companion realize how greatly the gaming experience would be enhanced for many, and thus have never given up the desire. We keep hoping, we keep pushing, and will continue to do so, even if it is a quest with little hope ( though certainly it should not be scant of hope and should one day become a reality). The repitition of the argument is no reason to greet it with hostility. Perhaps, instead of deriding it outright, you and others should consider the possible merits of it and the reasons why it remains a constantly advocated feature even in the face of excessively belligerent opposition. To ask why people would keep asking for a thing they greatly desire but have been denied is almost illogical. Would you ask people pursuing civil rights or voting rights, or even much simpler things, why they keep petitioning if they don't get it the first time? And why is this one feature singled out for such hostility? Do you give the same grief to people who want more in game authority for those who have achieved Guild Master status, or for those who wamt Sloads or some other such obscure race to be playable in the game?
To your first numbered point, tis moot in regards to this thread. I am speaking, as I have said before, only of drop in/ drop out local co-op in the vein of that seen in Fable III. Any arguments about MMORPGs and the like, and of the difficulties involved with them, are totally irrelevant here, as they were NEVER the topic of this conversation.
To your second point. . . a drop in/ drop out second player option would not significantly alter story line, or any other aspect of the single player mode. Both of the latter Fables and many other games that offer local co-op play exactly the same in both single and two player mode, save for the fact that in one format there is only you, and in the other there is a friend along. The game remains tailored to the first player, it is just that companionship is allowed, the experience can be shared, and player two gets to see and encounter all the wonders and horrors encountered by player 1
. The storyline would not need to be replotted or resturctured. No more change to the story would be requried than is called upon when one of the AI companions offered in Oblivion is brought along, or a summoned creature. Indeed, it would be less problamatic, as a second player wouldn't run off attacking things against your wishes the way the AI sometimes does.
They don't need to be out of sight of one another if you are playing a couch co-op game. The whole point in playing that way is in having a companion.
And as to your last question, the simple answer is, as the game would still retain the single play option, you would still have your singleplayer experience. No one will force you to call upon any friend, relative, lover or acquaintance and play your game nor share your world with said individual. The co-op OPTION only means that any of the many who would love to do so can.