Slow, I’m for slow because in the end it has to be about the RPG in an RPG. Today everything is focused on competition and endgame, even the mindset.
If you want to build a good aRPG, then this mindset must be out of the head such games around endgame and competition to build and the way only quickly want to get behind.
Everything else ends up in a different genre and is no longer an RPG with its focus and core content.
And while you then without endgame and competition thinking, a real heavy, slow, immersive and good masterpiece of RPG builds, where the path is the goal and its core content around class, story and development of skills and you basically immediately so prepared, that you can constantly expand it as a world and not as a sports game, then you can also build up to the next add on fitting a certain end game that in the end also deals with the world and the development and includes as a side work a shallow itemization, but that does not determine the game.
Everything else is no longer an RPG.
If we actually only want to leave the world behind us and not understand it as the content and underpin it with the RPG elements, fill and prepare the gameplay accordingly, then we also have no real game. It then seems more like wanting to get through, like ballast to finally increase the numbers on the last level, to constantly have seasons that break the development and competition with more and more effects and speed and overload goes hand in hand. In short, a sports game, so a different genre.
In an RPG it must also be kept simple to some extent in terms of effects and numbers and speed greatly throttle and the hardness up, so that you also perceive the world as a world. And so you build it further and further, without constantly just adding a shovel of effects, but to keep it simple again, well implemented to fit the classes and still new things not with overload tries to do well, but with mechanics to make it interesting.
Thus keeping a certain map on which an RPG can thrive and not tip over into a sports game with way too much pace and classes that look like superheroes from a comic book, enemies that aren’t enemies but walking cones that are there for number generation.
You won’t be able to create useful RPGs this way anymore, it’s impossible because the genres get in each other’s way. Either sports or RPG. Both don’t work, they’re too different.
You can build an RPG and link it strongly to survival, that’s more like it. But I can’t bring together 2 more or less fundamentally different areas… One of the two must stand back here and in D3 it was the game itself and thus the RPG.
If you want to tie a little sport in the endgame of an RPG, then it must also be subordinate to the game and feel more like PvP in the end, so as a separate only tied thing that otherwise has no impact on the content of the actual game.
Whether you could do that and how you could do it would have to be seen first. But for that the RPG game must first sit and enjoy the absolute priority.
It must be built from the beginning then in such a way that one can expand this principle of a RPGs also meaningfully and interestingly and without on always more numbers and overloading and speed to set, but on the RPG contents, mechanics, history and the basic basis of a way also by development, however with borders and with very slowed down time factor.
RPGS are paths and it needs here the focus on it and not on getting through.
Especially the MMORPGs are currently all more or less dead. Here, too, the actual core element was replaced by sports game in the end game and just as shi… they are. The WoW world is one big graveyard and the whole game mechanics of an MMORPG has disappeared and the sports part with M+ makes the game faster and faster and more pointless.
They cheat the whole RPG community and rob them of their genre and replace it with a simple profit machine…