Diablo 4 tried to repackage Diablo 2's grind for the modern era, but series overseer Rod Fergusson says the "consumptive nature of a live service" made it unfeasible
It's really sad that Blizzard has no idea what makes D2 a great game, especially considering they just released D2R so we can relive the glory for ourselves. D4 on release was nowhere close to D2, it was more like a toddler trying to make an MMO.
In D2, you can feel your character become more powerful with levels alone. In fact, gearing basically doesn't matter for most of normal difficulty, it's almost entirely level focused. D4 scales content to your players level, meaning every level you gained made you weaker. No shit people didn't want to go for a long XP grind, who wants to continually grind to do less damage?
Maybe it's because I grew up with 8 and 16 bit rpgs but I despise level scaling. It really takes the enjoyment out of playing for me so I just don't play games that have it. Some games have min and max enemy levels based on location but others keep the enemies in lock step to you and it just makes playing the game feel pointless. In either case, every game with level scaling would be better without it.
The only kind of scaling I am okay with is how new enemy types will only start appearing after level X. You still feel like you're getting powerful, but at the same time you start getting slightly more challenging enemies sprinkled in. However you only really need this in non-linear games where you expect and encourage the player to go anywhere they want instead of having complete control over the progression and how things ramp up.
Like Fallout New Vegas and 4 do. Though even those could be a bit better.
I still don't know what exactly it was about Assassins Creed Odyssey that made it work so well for me overall, but I liked the level scaling in it. Areas had a minimum level, so I'd try to go there at lower levels and get my ass beat. But being higher level didn't make the areas that much easier, because they would scale up to me. What gave me a feeling of progression was my available toolkit to deal with enemies as time went on.
When the dev doesn't have enough resources or time or werewithall to make different areas with different mobs, they reuse the existing areas to pad out the grind. Level scaling is a sign of lazy development.
At the very least, FromSoftware continues to prove that level scaling is not a requirement. I honestly think that without their influence, we would have seen a lot more adoption of the practice. It's the kinda brain-dead idea that comes from an MBA who's sole focus is reaching the widest audience possible .
Weirdly enough the D4 skill tree is even worse than the one (I know not really a tree) in D3. The first abilities almost don't matter and are just "filler" for your resource regen or cooldowns and the main abilities are just a handful, most of them kinda meh and with barely any progression & variety behind them.
As for D2R I wish they would've gone a bit farther with it, like an item filter feels like a must have with how much it spams loot onto your screen to the point where it does not display everything. This can cause you to literally not see something like a high rune on the ground because of some trash items taking up the tooltip space. Or things like the vanity system from D3 and D4 (minus the micro transactions).
Whatever... They lost touch with their base in favor of a new one that they can milk. Their profits and shareholders will love it though. I'm done with them.
It's funny you mention your first skills (basic skills) are just filler because this season some of the meta builds use basic skills as the main damage dealer so you don't need to even think about resource regen as they don't use it. Rogue and Sorcerer both have their best builds use the basic skills and work around them. There's still a lot to be desired with balancing and endgame but I feel they are turning things around gradually.
Honestly, I can't get behind d2r. D2 still runs perfectly fine, my Battlebox still installs, and I know it won't have any bullshit from this side of the 2010's
I agree that an item-filter would have been a nice addition, but with Blizzard you have to take a hardline #NoChanges approach. Otherwise you'll get something like the WC3 remaster, or every Classic WoW expansion. They did add a few small additions after the remaster was released, like Helltides and some new Runewords, but they're all thankfully ignorable if you want to.
They adjusted the level scaling for S3, with different thresholds depending on the world tier you're in. As you approach the monster level cap for a given world tier, the scaling slows down so that it's outpaced by the player level.
I agree it shouldn't have scaled 1:1 all the way to max level on launch, but people are super quick to forget how well D4 was generally received on launch. It was literally used as a counterexample to games that launched badly, "it was more like a toddler trying to make an MMO" seems like a dishonest characterisation to me. What complaints do you have that aren't long since resolved?
I mean, releasing one of the worst ARPGs of all time isn't exactly a triumphant launch. I think D4 is fine now that it's effectively become a sequel to D3, which is why I tried to use the past-tense as much as I could, but D4 was only received well by casuals. Every ARPG fan I know and every content creator I watched played it for like 2 days, realized there were deep systemic issues, and dipped.
I agree, it feels very artificial and it breaks my perception of the game almost immediately.
In path of exile, you kind do the same thing. You want to fight stronger enemies because you are stronger and by doing it, you can get more and better rewards. But it's ultimately your decision when you want to face harder content. Not some algorithm that is tied to your precieved gear level.
Isn’t that the point of him saying about “the consumptive nature”? They couldn’t do what they wanted to, because they were doing a live service (that a large portion of people do want) so concessions had to be made.
I don’t think they are saying they tried doing it, it’s just the two ideas couldn’t coexist.
Eh, it sounds to me like they're saying "we tried to imitate D2 exactly, but people don't want it anymore." That's just flat out a lie though, because they didn't imitate D2 at all. In the article, the mention that a player could conceivably take years to drop specific "uber uniques." While true that it would take a lot of time to drop it naturally, D2 had a pretty robust trading economy in it's later years. Unless you were specifically going solo, you had the option to save up. It took time, but it was a goal that was accomplishable on ladder.
Unless they changed it when I wasn't looking, uber uniques are not tradable in D4 at all. I'm not necessarily going to argue for or against that, it's a game design choice, but it's specifically not the choice made by D2. Obviously players aren't going to want to grind for years for a specific item, but they never had to in the past.
I just want a game without the time pressure of seasons. I want to play games in my own pace. It’s hard to maintain an attachment to the character when the character “expires” once the season ends.
I haven’t played D4, so I’m not sure how seasons are implemented in that game, but this was a problem in D3. Once the season ends there’s little reason to continue playing with the character.
Warframe is kinda cool in that regard, almost all content remains accessible.. in some form or another. Save for a rare few time limited events, all quests and such have remained accessible.
The one major caveat to that is "prime" versions of weapons and frames, you will have to get into player trading if you want certain ones and don't want to wait for the rotating "unvaulting". But, thanks to that unvaulting, most primes aren't ridiculously expensive to trade for. Even when you get back into the game years later and are missing a bunch (me).
There's a completely free battle pass-like system too, but that also will return items from previous passes.
There's a lot of systems... one issue of keeping so much around I guess. There are more technicalities, some weapons become less viable with time and power creep, yet a new mod or update may revitalise them! Same goes for the frames themselves, the devs have gone back and reworked older ones to bring them up to par with more modern ones.
Warframe is an absolutely excellent game and one more devs should look towards. Nearly endlessly entertaining, genuinely F2P with virtually no strings attached (as long as there's a solid playerbase), lots of room for creative expression and exploration, care from the devs, great stuff.
Pretty much the only thing wrong with it is the endless bugs, but like, what game doesn't have bugs? Okay maybe Warframe has a few more bugs lol
The game is mainly designed around season play. You’ll miss out on content if you don’t participate in seasons. The game won’t be as enjoyable either, because it’s not designed to be played that way.
This reads like a case of game design by spreadsheet to me. Instead of the lead designers being creative persons making creative decisions, these are accountants that are designing a game by ticking boxes. They didn't try to make a game that they would like to play, they tried to make a game that they think others would like to play.
Huge difference between gaming and marketing. In gaming, you make things that you enjoy, hope others enjoy it too. In marketing, your opinion is worth jack shit. Only engagement counts. That makes for shitty games imo.
Ik it's only anecdotal, but I played Brawl Stars when it was in beta and witnessed almost all its updates until global launch (and have caught up with some more recent updates here and there). It went from a genuinely fun mobile game with character and potential to a plastic husk primed for whatever monetisation and "engagement" strategies analytics says needs to be shoved into it next.
At the time I couldn't fathom how all those updates that often made gameplay and progression less fun could ever be more "engaging" (the change from portrait to landscape in particular felt like straight up poor game design, trashing its unique mobile control schemes in favour of digital twin joysticks and "autoaim"), but in hindsight it's clear what that really meant.
I, for one, was never a fan of the grind. I played Diablo 2 online for years because the people and interactions made doing the same old runs more fun and exciting. These days it almost seems like games are intentionally made worse because success is measured in units sold and not cult followings or individual experience.
I got into the mood of some ARPG goodness with all the Path of Exile 2 news. Diablo 2 really was the only viable one for me. Even PoE 1 isn't right for me either. It feels too claustrophobic.
Yet nobody comments on how these bastards used always online as DRM before realizing that they now had a captive audience to cram microtransactions down the throats of. Assholes.