The single player aspect is the most important part for us, but to think that doing co-op is going to be this huge distraction is a myth. In this day and age with the current technology, all the design that has gone on in the co-op space over the past 15 years, there is a myriad of ways to tackle the feature. We are not a team prone to over scoping. If we do multiplayer there are pretty much 3 different tiers we could do, depending on funding, team size exc. It could be simple, it could be full blown. It depends on a number of things, mostly to do with design. Our programmers know this stuff, with years of backend programming on TEN and MMO's. They were pioneers.
Let me be clear though, we do not just want to go timidly into the space we already did 20 years ago. I have zero interest in doing a modern 1:1 reboot of the original. That means attempting things that may make us feel slightly uncomfortable, looking at the more risky ideas we have, and rediscovering some old ideas that were abandoned, but actually make sense in the modern era. LGS was going to go multiplayer. Did we decide what that meant then? Not really, but there were some interesting ideas, some ideas that I still haven't seen done.
I will say for me, playing around with the Improv Engine with multiple people, makes me giddy. If one person can manipulate the enviroment and the NPC's and creatures...what do you get when 2 people start doing it? I'm giggling like a mad hatter just thinking about the possibilities.