What is the obsession with forcing players to complete remedial tasks exactly?
In what way is freeing 5 prisoners considered engaging game design?
Do people log into DIV and get genuine excitement when they are required to kill all monsters just to progress through a dungeon?
Want to play the open world? Here collect these same orbs you’ve collected a million times but in this area that we will choose for you.
Hey guess what it’s Helltide! Now farm these same shards and open these same chests!
I’m trying to understand the logic that Blizzard wants us to play “our way” but immediately bombards players with the same objectives ad nauseam?
Why are nightmare dungeons (the endgame activity) the exact same dungeons we already played 1-50 only now lightly sprinkled with monster modifiers?
Modifiers we can basically ignore because sigils are so abundant.
Added difficulty is very much welcomed but you’re telling me I need to free even more prisoners and fetch the same quest items forever?
Sure we can play “our way” but only after doing exactly as we’re told.
Now that you’ve made it here I would like to clarify that I am still loving the hell out of this game but I’m scared this core design philosophy will do away with the unlimited potential that comes with simply “exploring”.
What if dungeons were 30-60 minute labyrinths that offered real variety?
No chores. Just connecting tile sets with cool transitions that provide meaningful things to discover and unique places you really want to explore.
Impeding progress for the illusion of progress is just bad design in my opinion.
Immersion means so much more for longevity and I think Blizzard needs to reevaluate how they want to engage its players.