I was just sitting around thinking about games in general and had a little epiphany about this one.
In other games, such as MMOs, an end game exists in some form. Usually, this end game requires one to gear up before partaking. In some games, there are tiers one must work through, gaining upgrades along the way. But there’s always the expectation of gearing up beforehand.
In other games, the end game is gearing up with randomly found items, with little to nothing to do once a player completes their character. But, if they change this to add a real end game, then some people will just gear up too quickly, smash open world content, and skip the end game.
This poses a conflict of interest between the loot grind and feasibly preparing for an end game.
However, with this iteration of Diablo, there’s the promise of an end game, one that never fully materializes. Now, I got to thinking about this. If they introduce a true end game, they need to rework the way drop are handed out so that those who want to participate can gear up in a reasonably efficient manner.
But this invalidates the underlying principle behind the loot grind built in to the Diablo franchise. I recall making a post, back in beta, that I thought the mmo-lite direction might not be the smartest move. One cannot serve two masters. There’s an old saying, “you can please some of the people some of the time, but not all of the people all of the time.”
I have no solution. I was only free associating. However, this might explain why Blizzard seems reluctant to introduce any real end game here.