BBC Newsbeat

Think of video games, and you probably think about something competitors.
Some of the world’s most popular titles, such as Fortnight and Call of Duty, focus on outgating opponents, outgunting or dismissing.
But, as shown by Joseph Fares and his studio Hazlite, it’s not just the same thing that gamers want.
Their latest, split fiction, is a collaborative experience where two players work together to solve the puzzle and defeat the obstacles.
The adventure game received reviews, sold one million copies in 48 hours and is currently one of the most viewed titles on streaming platform Twich.
It is not united. His previous title, It Tech Two, painted a similar “couch co-op” gameplay and sold 20 million copies and won the Game of the Year Award.
What does players attract for these friendly experiences?

A report by analytics company Media Research found that the couch co-op was especially popular among people between 16 and 24 years of age.
It surveyed 9,000 gamers worldwide, and said that about 40% of the respondents in the age limit reported that it was his favorite way to play.
The report states that “Social Play is an important part of gaming for young consumers,” and suggested that more developers may see to include collaborative elements.
Cooperative sports are also large with streamters – watching players to see as they try to win a new title, a great source of viral moments.
Last year, the chain together, where the players work together to avoid the depth of hell, was a hit for huge names such as Kai Sentut and Ishovspe.
Couple Melissa and John are uploading the clip playing themselves from Middlesbro, playing themselves together in Tikokok.

The game is the center around the fantasy writer Zo and Science-Fi writer MIO, who get caught in fake versions of their stories.
A curious Pathak Melissa says the conspiracy appealed to her, but invested her opportunity to up to the team.
Melissa told Newsbeat, “When you play video games, you are isolated from other people and it is good to live together, spend the time of quality together.”
John says that popular online games are often very competitive, which can be stressful.
“I don’t want the house to be tired and be able to be able to fix in a game,” they say.
“While this one, I can just sit back, relax and simply enjoy the experience.”
What the hazelite does is unique, but other companies apply co-op features in their title.
Guildford-based supermasive gamesWhich specializes in “Interactive Horror Movies”, made the couch a standard mode in a standard mode in its title, published up to his breakout hit Don.
He found that players were undergoing single -Khiladi title in groups, passing the pad among them in the form of a story – which changes based on the options of progress in -game.
Competitive social sports are also popular. Nintendo’s switch system – Mario Cart 8 and some of the best selling games on the Mario party series are often played with colleagues around TV.

In recent years, developers have tried to repeat the success of sports such as Fortnight – the so -called “Live Seva” title that update and maintains players for years consecutive months.
If you consider it right, potential financial awards are very large, but it is difficult to cut the saturated market.
And as the video game industry continues To deal with large -scale trimmingThe studio closes and there is a decrease in spending on the premium game, not many publishers want to take risks.
Joseph believes that a lot of focus can be focused on the bottom line.
“Publishers need to move steps and really rely on the developer,” they say.
“But also developers, I think, need to have a clear vision and should live with what they believe.”
However, he admits that not everyone has a history of his studio, nor his personality.
“I am one – what you say? – A separate breed,” Joseph says.
When he was directing his first game, Brothers: A Tail of to two sons, some early playstest response was “Super Bad”.
“I like, they are wrong, they are wrong, because I know it’s great,” they say.
He is spoken before opposing the pressure to keep micro -transports – in -game procurement – in his projects, and one of the world’s greatest publishers, despite his close relationship with EA, is unrelated.
“I don’t expect everyone like me, but I am with great confidence,” they say.
“What do we do, I like it.
“We are clinging from the point of view that we believe. Stick with vision, go with it.
“And I think people like it if you really love what you do.”

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