OK, so I’ll try summarize all the problems with D4 approach in this post (ofcource some of these are assumptions but kinda necessary to point out IMO)
Problem and mistake #1 (the biggest one)
- It is up to the players to hurt themselves
This is ALWAYS bad design decision. It reduces responsibility of the dev/design team (somewhat) yes, but ultimately it is TERRIBLE decision. That is because you’re making players be their own friend or foe and we’re playing games to “get out of ourselves” instead of dig deeper into ourselves lol
Problem and mistake #2
D4 is like a car that “never runs out of gas” but how far you go depends on how fast you go, the road is clear, endless, every “detour” that you make before upgrading gearbox or break is at your own detriment, it is highly recommended to “stick to the highway” at all costs
Problem (and mistake #3)
- Game has predetermined set of final outcomes, and unexpected outcomes are “prebaked” into some of the preemptively offered options
What does this mean ?, no individualization of performance of individual runs, and even further, all the “means” for trying out are limited and the game revolves around several outcomes possible at final destination
(Both direct consequences of problem #2)
- All gear is the same
- All “cookbooks” are the same (Codex is same, Temper manuals are same, both are collectible collections), and even
- All Uber/Mythic uniques are the same (there’s a set of several to “craft by self” at cost of finding another)
So it is INNEVITABLE that everyone will end up in the same spot (both gear-wise and progress-wise) and the only thing that will differ are “tier” and damage numbers
ALL of those 3 combined lead to the following problem:
- Game is simply not a game, it is a treadmill with a slot machine attached to it
It is literally a “round of cardio” to earn a “round of gamble”, what is more the game also functions under an assumption/promise that it’s “reasonable” to hit a jackpot, so in order to truly value what playing D4 feels like is
- Do 10 minute rounds of cardio on a Treadmill
- Go to Slot machine nearby and pull the lever
- Rince and repeat until you win. You win when you hit the jackpot
Some say balance is gonna fix the game, sure, it may make it feel like hitting jackpot better, sure, BUT but
- Doesn’t change the fact that the CORE ACTIVITY of the game itself is “cardio for pull the lever” rince and repeat, over and over and over
All of the combined makes the game be EXHAUSTING-first
The game/team has to completely change their priorities:
1 - Playfulness and uncertain outcomes over guaranteed efficiency
2 - Dynamic progress of milestones over pursuit for power
3 - Individualization of success and runs as opposed to putting everything in an “almanac” of what is available to use for this particular run of yours
Now, can the game work without fixing/changing those things ?, sure it can, it will be always on “borrowed time” though
Can the game innovate all the time to function “out of the box” ?, yes it can, but every “out of the box” solution will be narrowed down on impact so it doesn’t change the “treadmill round to pull the lever” cycle
THAT must be changed first, when that is the case no longer, any “out of the box” solution can work without the burden of current designs in the game overall