That analogy fails in so many ways.
I know how to play the game – I know how to play the story.
The actual game.
I also know how to mindlessly farm the same area over and over and over and over and over and over and over and over…
Like; You could literally teach that to a monkey, or dog – a pavlovian dog.
The exact problem I’m complaining about is that you cannot actually find the good stuff when you actually need the good stuff:
During the actual game – the meaningful part of the game – when you’re actually playing a hero’s journey to defeat some nasty demons.
…I cannot imagine a singleplayer game, made today, with both the width of content and the scarcity of it, we see in Diablo 2 and Resurrected.
I’ve played so many roleplaying games and action roleplaying games.
Some where some grinding is expected, like the Castlevania games.
But in those, you do it during the actual story, to advance your character’s abilities, to kill bosses.
Even in my only MMO, Dungeons and Dragons Online, you grind content, not to finish your character after finishing the game – but to advance your character, so that you’re powerful enough to advance.
The fact that you know how to get the content that is evidently poorly packaged – you can’t get it during the actual part of the game it’s obviously designed to be used against – is not evidence of good design.
The idea that other people that actually want the content of the game more accessibly do not know how to play the game is deeply flawed:
The complaint is that the game is intended to be played as a story-driven action roleplaying roguelike.
That is a fact.
It is also a fact that the actual game – the supported journey your hero goes through – ends when you kill Baal in Hell.
After that, we’re just toying around in an open world, in a game that plays like a sandbox – except it’s actually not a sandbox game.
It was a roguelike, and your character failed to get any of the good content in the game on his or her journey.
The fact that we want to see that content so bad that we chase it through thousands of hours after finishing the story for the 5th or 6th is a testament to the quality of the game, not evidence that the rarity of the items is fine.
If the game was not good, I’d not give a damn about the items in it.
But I’d much prefer if the items actually dropped during the actual game, when my character actually had a purpose to use them towards.
Now.
We can speculate why this is the case, and make reasonable assertions:
I believe the drop rate for high runes and the highest level content was supposed to be dropped more frequently in the second expansion – providing characters with the necessary leap in power to complete that conent, then, with an incredibly small chance of aquiring the power earlier.
We know for a fact that they had a total of two expansions planned when they made the first, and that the original developers didn’t get to develop that second expansion nor continue to work on Diablo 2 as they probably would have wanted when the second expansion got scrapped for work on Blizzard North’s Diablo III, back in 2002-2003.