![]() Lots of these builders like Minecraft, Terraria, Rust, Valheim, V Rising, etc, have the concept of a single persistent server. In terms of games with a shared base builder world, Grounded does the "everyone gets a copy of the save" thing IIRC. I know I hit one or two but my experience was that games that absolutely didn't allow co-op progress for non-hosts even when you were doing the same mission that you both had unlocked were an obnoxious, rare minority back when I was playing them regularly. Diablo 4, I assume, for something recent? I'd be shocked if not. These days most of the modern looter-shooters like The Division and Destiny fit into the same bin. The Borderlands series, the Dead island series, the Diablo games and its imitators, almost any of those action/loot/progression loop games. Terraria is we just declared, "Nobody uses these characters outside of the shared instance, and don't make major progressions like killing a boss when nobody else is playing." I could enforce that since I ran the shared world on my PC and could just shut it down when we weren't all playing, but for always-online games that's more of a social enforcement than anything else.īeen a while since I had a regular gaming buddy, unfortunately, so I don't have many recent pulls, but I feel like that's "most games" when it comes to quest completion. Terraria or similar.The way we have handled this in my family for e.g. It's definitely more complicated when there is an actual world state, e.g. you haven't done yet.ĭeep Rock Galactic is similar IIRC, to an even higher degree any characters of any levels can play together and progress, although some difficulties and mission types might be much harder with lower-level/poorly equipped characters. The Level 52 character would still breeze through everything because they're massively overleveled, but at least you'd still be able to do the quests etc. So in your case, one of the level 8-9 characters would need to host/start the game the game world would be set to where they were in the progression. ![]() Possible because as Delor noted D2 was basically just a bunch of boolean flags for progress, there's no real "world state" outside that and your skills/inventory to save. If you completed Act III or activated a waypoint or killed a boss or whatever while someone else was hosting, you got credit for it, and if you started a new game yourself after that you'd have Act IV or that waypoint or the next quest (respectively) unlocked. no? What's confusing about "this is the mission you already did, do you want to not have to do it again?" That's a hell of a lot less confusing than jumping into the middle of a campaign without having seen the earlier missions, which you clearly support.Ĭlick to expand.Diablo 2 worked this way (I never really played 3, so I can't say there). In the linked article the game designer was like "oh, that would be too confusing" but. When a player encounters a mission they've cleared with someone else, offer them a "skip this mission" button. I kind of like the idea the article suggests and dismisses, which I haven't encountered before but makes sense. Presumably either they consider dedicated friends group play too niche to care about, or the game is so much loot-game over plot-game that they just don't think it matters a ton. Again, this is trivial and games have done it before- just give both players a copy of the same world save file upon quitting, (Grounded does this, IIRC) That at least handles the "someone quits" or "we decided to part ways" cases, and also opens the door to playing together and then keeping that save for continued play together while also using a copy of that save to progress independetly solo. However, one thing you can do is just give both players a full save of the world state when they quit. If you've got a game with a more complicated world state like a base builder, that doesn't work because you can't merge divergent worlds together easily. ![]() You can play together and not have to repeat a bunch of content if someone quits or you decide you want to progress independently, and if someone wants to play a bit while the other is offline then you just join the behind player's game and catch them up next time you play together and you're back in it again. It's not super useful for randos without matchmaking, but it's really nice for friends and family playing together. If a game has a fairly boolean completed/not completed quest structure, it's pretty trivial- when a quest is completed, any player who has unlocked that quest gets credit for completing it.
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