Why LAN Co-op Should Be Standard in Every Great Story-Driven Game
Alright, gamers—let’s talk about something that should’ve been standard by now…
LAN co-op in story-driven games.
And yet… in 2025, it’s still rare.
Remember When LAN Co-op Was Normal?
Let’s rewind for a second.
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Halo made co-op legendary—LAN, split-screen, full campaign.
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Left 4 Dead nailed it. Story + LAN = beautiful chaos.
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Call of Duty: Ghosts added co-op missions just for the experience.
It was simple. It was pure. It worked.
Mods Exist—But Why Are We Doing Devs' Jobs?
Games Hit Harder When Shared
Think about it.
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Storming Pagan Min’s fortress with your best friend.
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Dual assassinations in Assassin’s Creed Origins—Bayek and Aya, side by side.
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Tag-teaming chaos as Trevor and Michael in GTA V, LAN-connected.
The tension, the laughs, the story beats—they hit harder when shared.
LAN Isn’t Just “Multiplayer”—It’s a Missed Goldmine
Devs act like adding LAN co-op breaks campaigns. It doesn’t.
Here’s what could work:
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Optional side missions for 2-player LAN.
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Drop-in/drop-out LAN modes for combat sections.
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Split storylines that merge later—dynamic co-op storytelling.
In 2025, LAN Matters More Than Ever
LAN co-op is perfect for:
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Students in college dorms
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Gamers with unstable internet
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Offline events, cafés, and tournaments
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Anyone tired of matchmaking roulette
It’s not “old-school.” It’s timeless.
Games That Should’ve Had LAN Co-op… but Don’t
Let’s call them out:
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Far Cry 3–6 – Co-op gameplay screams LAN. It’s just buried.
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GTA V – You gave us chaos. Now give us LAN heist missions.
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Assassin’s Creed Syndicate – Two protagonists. Zero co-op? Why?
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Watch Dogs 2 – Hacking San Fran with a buddy? Missed gold.
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Red Dead Redemption 2 – One rides, one snipes. That’s cinematic LAN waiting to happen.
Final Word: Devs, You’re Sitting on Co-op Gold
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No matchmaking.
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No 200ms server delays.
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Just two friends, one world, one narrative.
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