Many people who are used to modern games aren’t used to a game like Diablo II and this has shown itself in lots of requests for changes that go against the grain of how Diablo II and Battle.net function. And its not enough to just point this out in response to one or two suggestions, its the whole philosophy of how the game was designed.
Humans have a natural drive to compete, to test themselves and others, to assert themselves and create social orders and clash with each other. That’s the evolutionary purpose of games and play, and its not even unique to humans, other animals do it. We naturally seek recreation that is a mixture of competitive and low stakes, because it builds our skills needed for survival without risking serious harm. Those same lessons apply to modern game development. A proper developer gives players the space to set their own rules and allow emergent gameplay from systems that don’t overly restrict players or their conduct or try to artificially control their interpersonal interactions, but gives some safeguards so players can’t abuse each other in one-sided fashion, always allowing safety valves. Diablo II was a prime example of that. Players could compete for drops, hostile each other, swear at one another, etc. You make drops bound-to-player and what does cooperation even mean? Its like you’re playing different games side by side instead of the same game, no trust, no appreciation for sharing, no competition. It was at its best when a team that was cooperating for quests saw “stones of jordan sold to merchants” and would hostile each other and camp out spots to fight over a dclone spawn to grab the anni. Yet, it gave tools to players to prevent obnoxious abuse- if a player spammed, you can squelch them. If they griefed you in quests, you could hostile them and kill them. If they tried to PK you, they had to wait in town with fair warning and no TPs.
Modern games have trended in a terrible direction, against basic human interaction. We’ve got examples as severe as something like Magic Arena, where your only ability to communicate with other players is through a select few emotes and you have no ability to interact with each other in any meaningful way. The more walls that developers put up between players, the more layers of safety foam and bumper lanes- the less people are able to express themselves, enjoy themselves and create emergent gameplay and communities. Its like having overly protective helicopter parents trying to micromanage children while they play Cowboys and Indians. Rather than give your players a limited set of tools to guard themselves and trust them to create their own standards of conduct, developers have become overbearing authorities that rigorously separate the children and tell them how they’re allowed to have fun.
Diablo II belongs to an old order of free-for-all, lawless online interaction without GMs breathing down your neck, without bans for saying naughty words or anyone to run and tattle to. And guess what? It worked. For 20 years, players have enjoyed it, far more than the sterile lifeless artificial social media-emulating online games we have now.
So lets put the kibosh on all these foolish suggestions to casualize the game, to take away its rough edges and coddle players to never have a negative experience from someone else. Players can compete or cooperate for loot, they can hostile each other if they get ticked off, they can troll one another or even scam with confidence tricks, they can have meltdowns when they lose, they can get mad or they can make friends . That’s how the world works. That’s why humans play games in the first place, that’s the learning experience.
This game wasn’t made in the era of the casual, don’t make it now.