Multiplayer in ARPGs is Kinda Buns

This topic has been on my mind for a few months. Only just recently put enough thought into it to get to the below.

I don’t think I’ve ever had fun playing an (isometric) ARPG in multiplayer. Yes, I’ve had fun/funny moments, individually, like watching a friend get assblasted by Gutworm in Hardcore. But the general gameplay loop of ARPGs seems very antithetical to doing things cooperatively - and I don’t just mean minor stuff like looting problems, who gets what, etc. But the combat and questing and adventuring doesn’t seem to work with multiple people.

And let’s be clear - I understand that other people do play ARPGs with their friends and have a great time. But I think that happens in spite of the systems inherent to ARPGs, rather than being supported by those systems. I also understand that people have done in multiplayer things that seem impossible in singleplayer, like ultra-deep Shattered Realm. That’s really cool! And I’d never argue to take that option away. But I think that’s more of a “yeah, you can do that” rather than a “here’s a fun opportunity” kind of feature.

From my perspective, the first issue multiplayer in ARPGs runs into is one of pacing. People play at different speeds, some are just more familiar with parsing loot or building a character than others. When I play GD with some of my friends, I would be a mile ahead of them if I did not slow down and wait for them to read every item that lands on their screen or spend five minutes debating whether to put their skillpoint in the mastery bar or in Devouring Swarm. Meanwhile, when I play something like PoE with others, for as good as I am at the base genre, I always find myself needing to play catch-up to people blasting zones multiple screens ahead of me. These issues first present while leveling but they don’t really stop existing in the endgame; in fact, some such situations exacerbate as the possible “max speed” increases, and in the extreme case, one gets stuck waiting for another while said-slowpoke gets to enjoy wading through dozens of screens of slain enemies without contributing in the slightest.

The second issue is one of synergy. There really isn’t anything that multiple people can do to synergize with each other other than, say, “Here have some more RR to this damage type we share.” ARPGs aren’t built with the MMO trifecta of “healer/tank/dps” in mind - and I’m not saying they should be - so everyone kinda just winds up playing their own version of dps. And if they didn’t do that, they wouldn’t really be able to play solo. Like sure, you can make a healer-like build in Grim Dawn, or an ultratank build, but other than uber-niche circumstances like facechecking Ravager, those builds aren’t really going to let you hop on in your own free time and enjoy the game.

Characters don’t feel inherently unique enough to justify playing them together. We all just kinda hit things until they die. And to that same point, enemies don’t feel as though they have enough in their toolkit to warrant such uniqueness either; why should we bother with making functionally unique characters if Steven Scrumblo, The All-Powerful Dingus can just be smacked a bunch and he’ll explode into loot?

The third issue is maintaining quest/progress parity. Even without server desync problems, which exist in every ARPG multiplayer implementation that I’ve ever seen, there’s also questions that arise along the lines of “How far are you in the story?” “If I make X choice does that fuck the plans for your character?” “Do you have anything around level Y?”

Finding answers to those questions presents a barrier to entry that I feel most game genres don’t run into. “Hopping on” for a group ARPG sesh has a lot of upfront, preventative topics that grind things to a halt before they even begin. And if you make the slightest bit of quest/character progress on your own, separate from your group, that decision is going to cascade into a host of other issues down the line when next you try to play with your friends.


I don’t really know how to address any of the above, and providing solutions wasn’t really the point of this thread to begin with; rather, I just wanted to point out how, for over a decade, every attempt I’ve made at playing ARPGs with others, be it Grim Dawn or anything else in the market, has fallen apart after the first session. I’ve never experienced that with any other genre; sure, other games may have that happen, but never on a genre-wide scale. Are ARPGs just utterly inimical to cooperative play?

I do have some ideas that I think approach solutions but are not fully-concrete “fixes” to the above. One such notion is that of map design; most if not all ARPG maps are entirely linear with no clear stop-gaps. Sure, it may wind or appear labyrinthine, but ultimately you start at point A and kill monsters until you reach point B, all without the slightest hint of needing to slow down. Contrast this with something like Borderlands where worldspaces are mostly open and players don’t necessarily need to be glued to each other to be getting things done, or where there are progression-blocking arenas that need to be cleared before even the fastest players can continue.

I’ve also been on a lot of Helldivers 2 recently–
image
Oh dear.

I’ve been on a lot of Helldivers 2 recently and it struck me how my group of 4 largely splits up off spawn and pursues mission objectives entirely independently, or maybe in groups of 2, unless one such objective proves particularly challenging at which point we all re-route to the problem-point and reconnect. This presents with a dynamic situation where people are free to play the game at their pace and still contribute, and can call in aid as needed for some epic cooperative teamwork. But ARPG worlds aren’t a Helldivers 2 mission, which - for the uninitiated - presents as a big circle with a smattering of things to do throughout that space. ARPGs, like Grim Dawn, meanwhile, are “First one to the Warden gets to play the game!”


I could go further and think of other examples from other genres that don’t suffer from the above problems, but I think I’ve put enough paragraphs into this first post. For now, I’m curious what others think about their multiplayer experience in Grim Dawn or in other ARPGs.

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When we leveled chars in MP, then we only used dedicated chars for this group of people. We never completed the game with any of these though, and neither I nor any of my friends had polished chars, so that we could team up for endgame stuff.

Experiencing the story together is quite a commitment for the involved players. And I feel MP is more satisfying, if you finish your business in a single session and then everybody can move on or play another round together - like in Helldivers 2 or Nightreign.

But do you want to create a MP mode that is all too different from the SP game? For a fracture of the audience? On the other hand there are The Crucible and Shattered Realm…

Thinking about this topic takes me way back… (story time!)

When I started playing GD back in the day, I mostly played online. We were a group of RL friends and pretty much experienced the whole game together, from taking the first steps into Lower Crossing, over getting our asses handed to us on a cold platter by Moosi, to triumphantly defeating all incarnations of the Ravager. Of course we also played the game solo from time to time, but the main thing was playing our favorite characters together.

That’s pretty much how most of my big ARPG experiences went down, including Sacred, TQ, Diablo 3, D2R. Even niche games like Victor Vran and Van Helsing were initially multiplayer games to me. The only ARPG I can think of that I didn’t start and finish in multiplayer for the first playthrough was ironically the always-online PoE, I only played it solo because no one I knew was interested. Which is also the reason why I soon stopped playing it, the motivation just wasn’t there.

Grim Dawn is also the only ARPG and one of the only games in general where I had fun playing with randos.
At some point my friends lost interest in GD so I started joining random servers. My usual approach was to ask what they were up to and then tell them what I wanted to do, and often we agreed to do both, whether it was hunting down nemeses, playing through the main quest or just hanging around in DC and talking about each others builds.

I tried playing Diablo 3 and D2R with randos as well, but those experiences were rather dull. Everybody was doing the same old farming runs with the same old cookie cutter builds . At least trading in D2R was fun, I made a fortune each season by selling perfectly rolled small charms and whatnot.

I don’t know, the vibe in those big business games is a bit different. More distant. The randos were more like NPCs you have to deal with if you want to do certain things (Baal runs for example), and less like like-minded people you wanna have a chat with.
Whenever I hopped on a random GD server, it was almost like going to my favorite pub and meeting new people there. Whether they were newbies or pros never mattered much to me, I always had a good time even if their pace was different from mine.

Which finally brings me to OP’s main points. I haven’t played GD mp in a while, but here’s my perspective from what I remember:

I rarely had any issues with pacing in GD multiplayer. I hate being late to the party, and knowing how that feels I don’t want others to feel left behind so I have no problem waiting for someone, or speeding up when they are the ones waiting. Occasionally I joined players that were extremely fast, they didn’t even bother to pick up loot as they were probably GDstashing it anyway. I just let them do their thing and left to play with someone else, no point in playing with cheaters if you aren’t cheating yourself.

This was never an issue for my group. When we started playing GD, no one expected the game to require dedicated roles for offense/defense/support like other types of RPGs do, so we never even thought playing the game like that. It may have been different if SR already existed, here some roles like healers etc start making sense.

That is a really annoying issue for many players. Unless every player is exactly on the same page, you always have to figure out who should host the game to make sure everybody makes the same progress (there’s a rule of thumb that I don’t remember). Sometimes one of us had to do a quest again in singleplayer because it just wouldn’t progress in mp. I still have a few characters with completely glitched out quests that are impossible to finish due to mp shenanigans. Glad I’m not a completionist…

Oh, one more thing about pacing that I just remembered.

There’s one small thing that I absolutely love about GD’s multiplayer that isn’t mentioned very often.
When you aim the mouse cursor at another player’s character and hold down LMB (or the move key), your character will follow the other character very closely, everywhere they go.
So whenever I met a slower player, I let them take the lead and I just locked on to them to automatically follow them. That way I never had to worry about running too fast or too slow anymore (ofc it works best if movement speeds aren’t too different).
This may not be much on the grand scale of pacing but for me the QoL is huge and it made multiplayer so much more enjoyable.

I generally play every arpg in multiplayer at least once, maybe not my first run though it usually is. When I get through the campaign in co-op, I’ll probably make a few alts in single player. However the MP experience for most games, for me has been played with a singular other person, my brother, and we’ve been playing co-op in these games (and others) for 20 years so we more or less “get” how to co-operate and work together which also means we generally don’t run into game-breaking desyncs since we’re together for the entirety of our playthroughs. I suppose most people don’t have that kind of “luck” to have someone they can regularly group with, which probably can cause a lot of parity issues.

I deleted most of my post cause I felt like it was rambling… but I’ll ramble again anyway.

In response to your points:

Pacing:
Kind of an issue. Not really anything you can do especially in something like D4, POE or LE where you can spend a lot of time looking at gems, or smithing affixes or dismantling, etc whenever you walk into a town. We try to blaze through the campaign but enjoy ourselves while doing it.

Games like D4 are NOT enjoyable in MP til you get to end game and even then, some of the end game content in MP doesn’t feel like you’re playing together, you just happen to be playing in the same area. There’s no point to partying before end game either because the game is so fkn easy until end game where you get to really pump the difficulty.

GD is hard for me to play with others, but I try. I’m too well versed in everything so I zoom through everything and skip things that don’t need to be done (for me). Kill Kyzogg, talk to Bourbon? Fuck that, go straight to Warden don’t talk to Bourbon unless I have to. I think I scared away one of my co-op friends because it was too fast.

In LE, I think we had an issue where I would spend way too much time sorting through loot at the monolith, dismantling this and that and checking all the affixes, looking for possible upgrades, etc. My brother didn’t care, his build was already set.

Synergy:
Eh, I don’t think this very important. I think for the game to be “good” as a single player title, there shouldn’t be too much emphasis on creating synergy. Can you make an uber pair of classes? Maybe? Should you feel like you need to? Definitely not. IMO it’s perfectly okay to just pick two whatever classes and go ham and still enjoy the game. I don’t think we need to feel unique enough to enjoy playing with someone. I do wish some games could be harder while leveling, this is something I constantly struggle with while playing co-op. Some games either aren’t balanced at all for MP, or the balancing is total dog shit and you hit massive difficulty spikes after passing a snoozefest of a zone.

I do think there are some games that have implemented some kind of synergy system that might work. I recall the last Marvel Ultimate Alliance had a synegy thing, where skills with certain tags could react with other ones. For example (looking at a guide for this), if two characters use a Slam move, it can trigger a “Tremor”, which can deal extra damage at the center and stagger enemies, or if you use a beam move and someone else has some kind of barrier/area skill, they can scatter the beam across the screen. Stuff like that was kinda cool in that game but it was pretty meh otherwise…

Progress Parity:
As I said I pretty much only play with one person when I do my ARPG co-op playthroughs, and we go through the entire campaign together and end game so this is usually not an issue. I recently played Wayfinder (not really an iso ARPG but kinda arpg-adjacent) and the quest system was weird. I could complete a quest, get a new quest and my co-op partner would not automatically complete quests or gain new quests despite being partied. I think I had a similar issue in Last Epoch. GD does this right imo, but some RPGs don’t and it’s kind of a pain that they can be different in this regard. Or maybe I’m just really used to GD, probably that. Though, GD is one of the only games that I’ve played where you can fuck up each other’s factions. (Order vs Kymon doesn’t work well in MP)

Personally, I have this “issue” you describe with many games, with every friend and family member I have except my brother. As far as ARPGs go, I think a big issue is how devoted you have to be to play and how most of the players kind of need a similar mindset. You need to invest many many hours into each character and it’s just hard to really get into it. I’m not sure it’s something that can be fixed, not really sure it needs a fix. Games like Diablo 4 have some interesting alternatives, like the kurast dungeons that required at least two players to open various doors to fully explore them. That’s a pretty simple, but effective way to enforce co-operation, but at the same time, that severely hampers the experience of solo players. Not everyone wants to play co-op.

RIP I ended up rambling anyway.

(PS: I too have been playing too much Helldivers lately)

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