Translated with Google.
In fact, the game will only really get immersive if the core and focus is on the game itself.
So, so to speak, a Diablo 1 only better and then a Diablo 2 Classic + multiplayer as long-term motivation.
If Diablo 4 evolves around the end game in multiplayer, we won’t get a real game again. So a soul will be missing and the actual core element.
Rather, a superficial game quality will emerge, namely that of working towards points and getting items, increasing numbers and keeping lists and handling seasons as a competition, as well as any special tasks, but not a real game anymore.
This move away from the game towards work, endgame and competition is deadly for RPGs of any kind.
Diablo 1 had a bombastic atmosphere and immersion, it was a game with no endgame focus and execution.
Diablo 2 had great classes and development and more surface instead of just the underworld, almost as good atmosphere as part 1 and was a game where the endgame Baalrun thought only slowly came up with LoD and the grind for items about bosses and etc. Path was the goal and the last level was a minor matter.
Diablo 3 had endgame focus, itemgrind, uniform porridge in the classes, rifts and processing in the endgame and the game was a minor matter …
It failed because of this and Diablo 4 will fail if it becomes similar. Of course, not completely fail. It will be ok for some time, for some really good because they only need a Baalrun principle, but for many of the role players it will be of no use and fall off as bad again.
This happens precisely because the core elements have been replaced. We are no longer given games. You create competition, time pressure, endgame games, processing worlds, repetition and much more that doesn’t work because it’s not the point.
That doesn’t work in MMORPGs. that doesn’t work in ARPGs, it doesn’t work in any RPG.
RPG is not a genre that is really good for it. It is different and we are left dry if we keep hoping for RPGs that are no longer RPGs.