If implicit in your take is that they should abandon the âdifficulty ramp upâ thatâs marketed to the 10%⌠then ignore the following, which assumes theyâre simply not going to do that. Great Wall of China text follows.
2nd part correct, and thatâs by design. First part misleading. Generalizing across the industry isnât necessary, this can be approached as a D4-specific problem.
Theyâve cast their net very wide, and they have the âaccessibilityâ market cornered.
Summary
S8 (& maybe S6) âdifficultyâ adjustments have shown visible results: in our small corner of the pie - the permanently-online - a record number of low-post accounts sprang up this month, logging in to express their distaste. Iâll trust my reading of who these people are (in Blizzardâs universe)⌠theyâre the 90%.
Factor in the past 2 years, and what the existing player base has been trained to expect are ânormalâ progression goals. Studio has tried to inculcate them with the new âaspirationâ mantra, but itâs not catching. Theyâre very good at marketing the brand as product⌠theyâre pretty terrible at all other forms of communication. Diablo combat & lore sell themselves⌠Irvineâs PR is plastic & lacks conviction. When they speak, they canât even articulate what âaspirationalâ means, they never break it down. Thatâs b/c itâs a bullet-point, not a philosophy.
That knob is dumb & they donât know how to fine-tune it. It impacts different loops - including Codex progression - in ways they arenât able to predict b/c itâs clear they donât test their settings enough - b/c that budget isnât allotted to them.
Why are they committing to this route anyway? For the 10% of course. Thereâs your âresource expenditureâ. Thatâs why itâs a misleading objection. Theyâre already investing dev time & effort to âspice it upâ for the 10%, who it seems are drifting from the game. Theyâve made 2 u-turns so far (apparently in this effort) over 3 seasons. The fluctuating will continue for several seasons, thatâs almost certain. Resources are in fact already being wasted trying to square a circle.
Two more reasons why the objection is invalid IMO. First, the game drew in $1 billion in revenue in year 1. Given the great growth potential in the target demo, I wonât discount that year 2 was impressive too. They pay notoriously low wages, even before considering California living expenses. They have the money to hire the staff (or pay in-house studios like Blizzard Albany to devote time to this) & the technical resources. I think the limitations are primarily:
Summary
- managerial (Rodâs cost-cutting philosophy & misallocation of resources - ref. Ybarra),
- institutional knowledge drain (incl. staff attrition from this & other development friction stemming from a poorly-planned launch & early cycle),
- lack of a clear vision to this day (a recent PSA by the interim class lead who took over after Adam Jackson quit a couple months ago, shows them outsourcing a possible reimagining of the role of Aspects to the player base. âŚthey have no idea what they want),
- maybe a janky mobile-based engine they find hard to work with (would explain a lot of things)
Under such circumstances, invest now, invest early, and invest greedily⌠to correct this foundation. Straightening out the âdifficulty ramp upâ for the 10% is a small koi in this pond.
Second, which I shouldâve mentioned at the top: at its core, itâs a perception tweak, nothing more. Take whatâs intended for T4, and call it ruthless. Make it a separate check box. Thatâs the vast bulk of innovation right there:
Summary
- it accommodates learned progression goals,
- it âpleasesâ the 90% and the 10% (the pretenders would adjust back to T4, itâs that simple)
- it simplifies future leaderboards & sidesteps the studioâs anxiety over them (if you havenât seen Brent Gibson wince at the thought of what theyâll have to do to introduce acceptable leaderboards for such a splintered base⌠I think you should, for necessary perspective:
https://www.youtube.com/watch?v=az6Fe7ZwT8c
âŚwhatever theyâre cooking rn is going to be a
show)
What youâre saying is ânecessary incentivesâ is a mirage. The reason they think theyâre losing the 10% is b/c of Diabloâs well-earned reputation as ânot challengingâ. The reward is the challenge. (I donât agree that theyâve understood what âchallengeâ means, but the point stands.) A title is a reward. A âruthless leaderboardâ placement is a reward. A distinct panther mount with blazing accoutrements is a reward. They do not lack for cosmetics resources. This aspect of the sales pitch doesnât need a lot of thought - it sells itself. Prove otherwise. (Again: pretenders bounce over to T4⌠itâs self-explanatory IMO.)
Itâs about managing perceptions. Thatâs important to all 3 groups: the studio, the normals, and the tryhards. (Calling the goal âworthlessâ is a non sequitur. Itâs worthless only once youâve learned to ignore it.) T4 âmax Pitâ is currently set to âaspirationalâ, whatever that means. Fragmenting transfers that philosophy to ruthless realm. Thatâs all⌠no subtlety. Just blunt perception management. (See above for how this improves player enjoyment & leaderboard planning.)
Leaderboards have been deliberately delayed, in part out of fear of this (uniquely?) fragmented player base. The base is huge, and wasnât carefully cultivated⌠Blizzard threw a very wide net. A fragmented leaderboard system for a fragmented player base makes the most sense. And after settling in, neither silo would be aware of the other, sorta like SC/ HC.