As you said it was a poor example because it invalidates the point you presented before regarding eternal.
Moreover, even though D4 is a $70 dollar game, it is and was marketed as a GAAS, so it needs money influx constantly to keep on going, liking it or not it means that the 70 bucks is the starter price, the rest comes from things like the shop and the game is designed to also make money around it.
[quote=“Codyjt-11962, post:1372, topic:155970”]
It was a different time, but the game that started this whole genre (d1) had no seasons and was extremely successful. D2 followed suite and was also extremely successful… [/quote]
I agree it was a different time, D1 was inspired by rogue-like games of the time, and turned out ti basically become a rogue-lite one. D2 expended a lot but also deviated from D1, specially on this rogue-like part, its scope was too big for it, at the same time as you said it was a genre-definer and a lot of people liked this new approach, however as any new diablo sequences it was never a consensus, D2 was criticised a lot in its launch too because of these changes.
Well, this is the part I disagree and you can see in Diablo 2 game design documentation and interviews with some of it’s creators like Brevik that the ladders didn’t arrive only because there were no more expansions planned.
It arrived targeting to fix a problem with the genre it’s created, which is you get very powerful with a lot of items then you have nothing more to do and stopped playing, plus the game had open trading and new players couldn’t get close to it because the market was already in a very late stage, the permanent items in the “Eternal” realm mitigates any sense of progression, in addition as most games there were duppes, cheating, exploits etc., that persisted forever because of that.
The ladders arrived as a way to mitigate that and from time to time a fresh start could happen, then devs realised that adding some new stuff like exclusive items and ubers would incentivise people on playing that (even the whales and collectors), that way the game could be healthier at least more times a year. This is happening for more than 20 years now, you remove this part in that game and all the problems above start happening again, or you can check the state of D2 standard realm.
Again, as you said this ladder system made a lot of fans and also defined the genre as you can see in multiple derived games, so it is expected that a bunch of people like it.
As you can see I love the lore of Diablo and also the franchise as a whole. However, I can’t see how seasons are a detriment to that, in this regard it is actually amazing a mechanism that can introduce more content, provides fun and don’t break the core game forever. It also not stop the game to receive expansions, that thanks to the current diablo model, is aiming to be far more frequent, yearly or so.