
BBC Newsbeat
Think about video games, and you may think about something competitive.
Some of the most popular titles in the world, such as Fortnite and Call of Duty, focus on the opponents of overcoming or outperforming them.
However, Joseph Fares and his studios showed a buffer, this is not the only thing that players want.
Another, Split Fitch, is a cooperative experience where two players work together to solve puzzles and overcome obstacles.
Adventure Game has received reviews from the delirium, sold a million copies in 48 hours and is currently among the most monitored titles on the TWITCH broadcast platform.
It is not one time. His previous title, which takes two, appeared, “Couch Co-OP”, with a similar game and sold 20 million copies and won the Game of the Year award.
What attracts players to these friendly experiences?
Midia Research Analysis report found that Couch Co-OP is especially popular among people between the ages of 16 and 24.
She wiped 9,000 players all over the world, and said nearly 40 % of the respondents in the age group that this is their favorite way of playing.
“Social play is a major part of the games for younger consumers,” the report said, and suggested that more developers could look forward to integrating cooperative elements.
The cooperative games are also great with signs – watching the raging players while trying to overcome a new title is a great source of viral moments.
Last year, the chains were together, as the players work together to escape from the depths of hell, great success thanks to huge names such as Kai Cenat and ISHOWSPED at the event.
The couple Melissa and John Mark, from Middlesbrough, downloaded clips from themselves who play the fantasy together to Tiktok.
The game revolves around the author of fiction Zoe and science fiction writer Mio, who has become trapped in simulation versions of their stories.
Melissa, an eager reader, says the plot has appealed to her, but the opportunity to cooperate has invested.
“Often when you play video games, you are isolated from other people and it is good to be together, spending this good time together,” Melissa told NEWSBEAT.
Jonn-Mark says that common online games are often able to compete, which can be exhausted.
“I don’t want to go home and have to focus 100 % so that I can do a good job in a game,” he says.
“While this, I can only sit, relax and enjoy the experience.”
What Hazelight does is unique, but other companies implement cooperation features in their titles.
SUPERMASSIVE games that are based in GildfordAnd that specializes in “interactive horror films”, the sofa made cooperative in a record position in its titles after spreading its outstanding success until dawn.
They found that the players were passing by the title of one player in groups, where the painting between them was passed as the narration – which changes based on the options taken inside the game – advanced.
Competitive social play is also common. Some best -selling games on Switch’s Switch’s Nintendo – Mario Kart 8 and Mario Party Series – are repeatedly played with his colleagues on TV.
In recent years, developers have tried to repeat the success of games like Fortnite – the so -called “Service Service” addresses that constantly update and keep players for several months, if not years.
If you get it properly, potential financial rewards are huge, but it is difficult to overcome the saturated market.
And with the continued manufacture of video games To deal with collective workers’ demobilizationClose the studio and low spending on distinguished games, many publishers do not want to risk.
Joseph believes that there may be a lot of focus on the end result.
“The publishers need progress and trust really in the developer,” he says.
“But also, I think, they need a clear vision and stick to what they believe in.”
He admits, however, that not everyone has a studio’s history, nor his personality.
Joseph says: “I – what do you say? – A different breed.”
When he was directing his first match, brothers: a story of two children, the reactions from some of the early play tests were “Super Bad”.
He says: “I am like, they are wrong, they are wrong, because I know it’s great.”
He previously talked about the pressure resistance to putting exact transactions – in -game purchases – in his projects, and he is unabated despite his close relationship in the studio with EA, one of the largest publishers in the world.
“I don’t expect everyone to be like me, but this is with my strong confidence,” he says.
“What do we do, I love it.
“We are committed to seeing what we believe in. Adhere to the vision, and go with it.
“And I think if you really like what you do, people love him too.”