STEAM? Co-op Mode Evolution

STEAM? Co-op Mode Evolution

The category is not growing as a share of all games, but it is evolving!


INTRO

Who’d have thought that I’d stumble across an interesting article about STEAM? data? Again! ?? This time it’s a Game Developer article from early July titled

??Study finds co-op games keep growing in numbers (and sales) on Steam

This article summarizes findings from a report by Video Game Insights (VGI), a supplier of industry data, called “Rise of the Co-Op Games”. The link to the PDF report is in the Game Developer article.

The VGI report combines data on Coop game counts from STEAM? together with their estimates of game sales. I don’t (currently) have any sales data, but I do have the full monty on publicly available STEAM? API data, so I thought I’d take a look.

What I found is more complicated than what VGI reports.

EXECUTIVE SUMMARY

TL;DR - the percentage of games with some co-op mode has been flat for 10 years. However, the games with some ONLINE co-op mode have been gaining favor while games with only OFFLINE modes have been losing favor.

Over the past ten years we see the following trends:

  • We are getting more co-op games every year, but that’s because STEAM? is shipping more of all game types every year.
  • The percentage of games labeled with some form of co-op mode has bounced between 9% and 10% of all published games over the past 10 years. The rate has no apparent upward or downward trend.
  • From 2014 to 2020 the percentage of games with ONLINE (internet connected) and OFFLINE (not internet connected) modes rose and fell together, hovering in a 4.5% to 5% band from 2017 to 2020.
  • After 2020 the ONLINE and OFFLINE percentages diverged, with ONLINE increasing by 2 percentage points to about 7% and OFFLINE falling by 2.5 percentage points to 2.5% through July, 2024.
  • The sum of all games implementing an ONLINE co-op mode accounts for about 7% of all games, or about 70% of all co-op tagged games in 2023 and 2024 (so far).
  • About 1.5% of ONLINE games in 2024 still include a SPLIT SCREEN or LAN capability.

WHAT WE EXPLORE

This article segments STEAM? ‘game’ applications using the CATEGORY tags in the JSON data pulled from the appdetails STEAM? API. The specific tags investigated are:

  • Co-op
  • LAN Co-op
  • Online Co-op
  • Shared/Split Screen Co-op

These are the same tags used to filter your game library or the store offerings in the STEAM? client or website store pages.

STEAM? store filtering on 'Co-op'

There is no ‘Campaign’ keyword in any of the pre-defined category tags, but Co-op Campaign does appear under user defined tags — a topic not under review in this article. Co-op Campaign games include games like Baldur’s Gate 3, Abiotic Factor, and Borderlands 3.

Note that split-screen appears on its own.

STEAM? store filtering on 'Split'

GOOD SCIENCE NOTES:

  • The human facing text in the store differs slightly from the tags. For example, the store says “Local Co-op” rather than “LAN Co-op”.
  • Also, in this article, LAN Co-op is treated as not ONLINE — online meaning on the internet.

THE FULL MONTY

For the impatient, here is our first graph. Yes, a very busy one on a logarithmic vertical axis so you can see everything, everywhere, all at once.

Don’t worry, we’ll use the good old Blade Runner method of “Zoom in. Enhance.” to pull out the critical details.

And if pictures and graphs are your thing, feel free to scroll ahead!

This diagram shows all combinations of application of the four tags listed above.

Here are the detailed segmentations in the graph above:

  • ALL GAMES — everything in the API labeled with type=’game’
  • NON CO-OP — games without any of the four co-op tags
  • ALL CO-OP — games with at least one of the four co-op tags

The other groupings are games with the following specific combinations of tags:

  • ONLINE+SPLIT+LAN — Co-op, LAN Co-op, Online Co-op, Shared/Split Screen Co-op
  • OLINE+LAN — Co-op, LAN Co-op, Online Co-op
  • SPLIT+LAN — Co-op, LAN Co-op, Shared/Split Screen Co-op
  • ONLINE+SPLIT — Co-op, Online Co-op, Shared/Split Screen Co-op
  • LAN — Co-op, LAN Co-op
  • SPLIT — Co-op, Shared/Split Screen Co-op
  • ONLINE — Co-op, Online Co-op
  • MYSTERY — Co-op

GOOD SCIENCE NOTES:

  • The “Co-op” tag is apparently intended to be included for any co-op game, and should be accompanied by one of the other three mode tags. That practice was apparently not well enforced in the early years, but does appear to be almost 100% enforced today. I’ve labelled games with only that generic tag as MYSTERY.
  • ALL GAMES == NON CO-OP + ALL CO-OP
  • ALL CO-OP = Sum over all the co-op games that are not MYSTERY

NORMALIZE TO PERCENTAGES

This is our first zoom and enhance step. We see that there were no games with these tags before 2006, so we skip earlier years. Because we are normalizing by all games, we drop those data. We also drop the non co-op games because they are not the focus.

But we keep a logarithmic axis so we can visually separate the data.

This graph makes it clear that STEAM? is publishing a roughly constant percentage of co-op all games every year, including so far for 2024.

We also see that MYSTERY games dropped slowly after 2012 and precipitously in 2020, so someone started enforcing some rules. ??

THE PAST 10 YEARS

2014 is when the total number of published games surpassed 1000, and those data are less noisy. Let’s zoom and enhance, again!

It’s clear that the most numerous co-op games are either purely ONLINE or purely SPLIT screen. The other significant contributions come from combinations of ONLINE with LAN and SPLIT modes — so still ONLINE, just adding another mode.

  • The ONLINE+LAN group may be slowly increasing over the past five years
  • The OLINE+SPLIT group may be slowly decreasing over the past five years

We can see this nicely by using a stacked graph.

A BETTER SEGMENTATION

Now that we can see that ONLINE combinations are cannibalizing OFFLINE co-op, let’s zoom back out to the full time line, but split the population into games in four groups that, I hope, clarify what’s going on. Those groups are:

  • ALL CO-OP - games with any co-op tag combination
  • MYSTERY - games with only the generic ‘co-op’ tag, so no specific modes defined
  • ONLINE - games with any mode combination that includes online
  • OFFLINE - games with co-op modes that aren’t online (LAN not considered online)

Adding together MYSTERY, ONLINE, and OFFLINE gives us ALL CO-OP. We can get a nice visual of the evolution of co-op modes over time by using the stacked graph again. This time let’s break the ONLINE group into two subgroups - purely ONLINE, and ONLINE with additional LAN and/or SPLIT screen modes: ONLINE+.

However, since 2014 we can see that games with ONLINE co-op modes, either standalone or combined with SPLIT SCREEN and/or LAN, are steadily gaining ground.

This graph shows games with additional modes of LAN (local) and/or SPLIT screen co-op increased after 2019, and have been holding steady for the past few years.

In the early years there were a lot of MYSTERY games. It’s possible that these were actually just some form of ONLINE game, but I’m too lazy to investigate that right now because we have close to zero co-op games with undefined modes today.

OUTRO

The EXECUTIVE SUMMARY covers it all, so this section will be short. :)

As a fraction of all published STEAM? games, co-op games with some ONLINE component are increasing, but that increase looks to be at the expense of OFFLINE co-op games.

Co-op games as a percentage of all games being published is flat.

That said, the large increases in publication rate on STEAM? means we are getting more of everything.

This was fun, and also set up the next article, which will replace the term CO-OP with PVP.

METHODOLOGY

I’ll start putting this last for those that care, rather than up front, like in an academic publication. ;)

The data used for this investigation is the same data as the previous digs . To be specific, all STEAM? data presented here is for applications of type ‘game’ with a publication date between 2003-01-01 and 2024-07-31. The data were pulled from public STEAM? APIs. Games were segmented using the CATEGORY tags in that data.

CAVEAT: The game category tags investigated here are applied by, I believe, the game developers. Or at least, whoever interacts with the game’s STEAM? account. There is no easy way to verify the accuracy of the tags, but we assume that as a population they are substantially correct.

RESOURCES

?? A previous article: STEAM? Data Archaeology

?? A previous article: STEAM? Video Game Ratings and Mature Content

?? A previous article: STEAM? Offerings in 2024 Will Approach 100,000 Games

?? Video Game Insights report: Rise of the Co-op Games


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