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Co-op's moment (Helldivers 2, Lethal Co., BG3) — are devs getting it?

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For most of the 2010s, "co-op mode" in a AAA game meant: bolt-on side missions, reduced story, janky netcode, and the second player being a "guest" in the host's world. Drop-in/drop-out was rare. Progression didn't carry over. It felt like a checkbox.

The last couple of years feel different:
- **Helldivers 2** — built from the ground up for chaotic 4-player co-op; the "war effort" metagame makes everyone feel part of something shared.
- **Lethal Company** — indie, low-budget, but *designed* for the specific feeling of friends screaming at each other over proximity chat. Proximity VO is a secret sauce a lot of devs underuse.
- **Palworld, Enshrouded, Valheim** — survival/craft co-op done right, with persistent servers and actual shared progression.
- **Baldur's Gate 3** — an honest-to-goodness co-op RPG where each player *is* a real character, not a summoned henchman.
- **Darktide, Deep Rock Galactic** — "working class" class-based co-op loops that respect your time.

What's interesting is what these have in common: they're almost all designed **for co-op first, not as a feature added to a single-player game.** That design priority shows.

Questions:
- What's the *best* co-op game you've played in the last two years?
- Do you prefer couch co-op or online? (I know what the answer *should* be, but I think most of us actually play online these days because of geography/kids.)
- What's a single-player franchise you wish would get the proper Helldivers-style co-op treatment?

I'll start: I would play the hell out of a co-op Mass Effect done right.
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