We have every right to make fun of a bunch of twitter users for calling modern indie co-op games "friendslop"ābut I feel like I know what they mean, and the resentment behind them.
A lot of these games feel like they rely on the fun-with-friends aspect too muchāand it gets deflating if you're stuck with randos, let alone going solo, to a surprisingly cold and bitter degree when you decide to try them out after seeing all those clips.
None of these games are really for solo play. They're all designed to keep your agency limited in ways that make the rest of your party really importantāwith people you can only really work and bond with if they're your friends. They even get surprisingly difficult in a tedious way if you're doing all those objectives all by yourselfāif thereās even anything compelling to do alone in the first place.
If you decided to play with randosātoo many lobbies are private, and too many public ones are hosted by people who either have wildly different schedules that will make them leave you hanging, or established friend groups that will make you the quiet third wheelānot to mention the odd chance of running into horrible people.
Too many of them even have progression systems that are a little too long-term for good "quick play" sessions, in ways that force "meetups" if you wanna keep that progress. Maybe they don't even have progression systems at all.
It's just a "cup of tea" issue, reallyābut I can never blame newcomers for being brutally disappointed after chasing that hype for themselves, and neither do I to outside observers being wary of trying them out because of that disappointment.
If someone's gonna design a new game that would address this issue: Look no further than Left 4 Dead 2.
It's already a fantastic single-player experience not only because of the bots' reliability, individual agency, and game director that keeps shaking things up despite the constant objectives of its campaignsābut also the fact that it has a compelling narrative that you can focus on instead if you don't have anyone to play with, one that you can keep coming back to: environmental storytelling, adaptive difficulty, and character dialoguesāEspecially character dialogues. It's mind-blowing how much you can learn from each of them just because Valve decided to fill in the Dead Air (heh) in exploratory moments. Finally, the campaigns themselves are good for single sessions, and the chapters in them are perfectly short and sweetāThe only progression you'll have to worry about are weapons and resources that you'll lose anyway after each of those campaigns.
It's even better with friends considering how you're all forced to work together to survive, and the issue with public lobbies is still presentābut it's still very much a blast playing all by yourself thanks to Valve still heavily investing on its single-player aspect.
On the flip-side I feel like there's another game to follow when it comes to leaning into a more "social lubricant" online chatroom experience: Webfishing.
It already filtered itself from bad actors who would target its intended audience solely to the fact that it's a casual fishing gameāso yeah, there's nothing to lose or be toxic over. (Trust me, a troll's biggest weakness is simply boredomāall because they have no way to harm your experience other than through messages that you can mute, presence that you can block, or traces you can disable.) You can just come and leaveāthe only gatekeeping you'll ever face is the age rating of whatever server you're joining. Finally, the max player count of its lobbies tend to be decent, 12 instead of 4āThere will always be enough people, and you can interact with them at your own pace. You can just do your thing, chat up out of nowhere, or seek attention in whatever silly way you prefer without disrupting them at all. You can enjoy the atmosphere in quiet parallel play, or have actual conversationsānever an awkward in-between. You can go AFK for hours, or even give everyone gifts to help them progress fasterāeither way, you can just be present around peopleāsome may be in established friend groups, but there will always be a fellow stranger. Neither approach is superior over the other when it comes to being compelling enough for solo play: One's a fantastic experience even without friends, and another makes it far easier to socialize with people in ways that facilitates forming friendships with themāor at least make them neat substitutes for your friends if you have none to play with. You'd be surprised where the longest-lasting bonds form. Hell, you can even be like me, who lives for the hangouts with people I know I'll never meet again. Again, it's just a "cup of tea" thingābut I think their marketing also fueled the haters. Maybe seeing people have so much of the fun that they can never have over and over again gets obnoxious, especially at the height of those games' popularityāprobably not even out of bitterness or misery, really, just sad buyer's remorse or FOMO. There's genuine criticism in thereāas insufferable as they are about it.
Edit: Atlyss is also good at what Left 4 Dead 2 doesāthough there are also RP servers if you're down to chat. Just watch the age rating,













