Too much focus on the end game?

It occurs to me after struggling to put down BG3 for days on end, that with games today there is a massive emphasis on end game content. This seems to often be at the detriment of the journey and RPG experience. Diablo 4 is a classic example where they are treated like two different games within the same game.

I am dozens of hours into BG3, not even close to the final ACT and already know I am going to have to replay the game multiple times to experience alternative endings. However, the game doesn’t have an ‘end game’ that I am aware of…I am not rushing to farm a dungeon 3000 times and find the same legendary items hundreds of times over to get a variation on the same stats.

Every secret area, every interaction and every new rare item even if its only a small upgrade feels incredibly rewarding. BG3 game can be incredibly hard yet the difference in damage and damage mitigation numbers isn’t massive. Legendary items feel extremely rewarding to find and can be targeted assuming you make the right choices. The game surprises you in good and bad ways constantly.

Diablo is missing the RPG magic, the journey and thrill of the story being a focal point. I get that Diablo and BG3 are different types of RPGs but I can’t help but think many people have become so focused on the ‘grind’ and ‘reward’ that the journey has been lost. Why does Diablo have to be a game where the campaign is an annoyance to get through to allow you get to the ‘end game’?

The issue is not that the campaign is an annoyance to get to the end game. It is more that once you complete the campaign, the game is done. There is no endgame. Nothing new to see or do.

They would have been better served if the campaign had been repeatable on every world tier, with ramping difficulty, to at least allow for people to have some sort of content to run in the late game. Instead everyone runs dungeons, that have no real differentiation from each other, over and over, quickly. And that is it.

Without the campaign to run, they need to add more interesting and varied content into the game. And not just in seasons, but into the main eternal game. And that is just part of what they need to fix.

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The game is only just starting in the eyes of the developers. There are dozens of hours of grinding ahead for a only few activities, a couple of capstones and a single Uber boss.

Problem is that Blizzard are stuck making one dimensional campaigns. This would work exceptionally well “if” they could produce a campaign experience that varied with each play through. BG3 might be an extreme example but its a good example of what can be done.

Balance and lack of innovation to one side, that is their #1 problem. The game lacks content that is enjoyable to repeat and it feels like people are waking up to the fact repeating the same dungeon on a treadmill, looking for the same exact items with different stats isn’t as good as it once might have been.

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The endgame is a repetitive loop like all other aarpgs.

Fixed

Most view endgame as the start. At least MMO fanatics. Personally I have always experienced a let down when hitting max level.

Did you play WoW ? Would you rather level or go raid with your crew ?

Some like the level but
95% want to raid and gear out (end game)

The leveling experience in MMOs doesn’t reflect at all into raiding. It’s more do your time for the cool stuff.

Unfortunately D4 has no “cool stuff” aside from 1 Uber.

And Yes cRPG is not aRPG. CRPG is more about the story. Heck even pillars of exile has some end game stuff to do.

Also a lot of misinformation in OPs post, target farming isn’t even in the game yet. Loot sucks here.

:clown_face:

Yeah, I wish they had leaned into Diablo 1 and 2 more when designing the systems for this game, rather than 3. Diablo IV is missing the one thing that elevated the first 2 games above all others: the randomness where it truly matters.

Just imagine a game where they leaned into the randomness:

You could have questlines that didn’t show up on every playthrough, so that multiple playthroughs could get you a different story.

You could have actual dungeons that were different to play through each time you ran them. They need the randomness in size and depth, as well as unique events for dungeons, hidden rooms, secret bosses, and the dungeons can get larger and more challenging with increased difficulty.

You could have bosses that had different attacks every time you faced them, making even running into the same boss different every time you ran into them. Have a pool of attacks that they draw from, and gain more from the pool on increasing difficulties.

To tues it all together, a deeper skill system that allows you to customize your character more in playstyle, and a paragon board that is actually interesting.

It just makes me disappointed in what we got, instead of what we could have got if the developers had actually put effort and thought into the game. :confused:

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What is this misinformation exactly?

Well if you edit them out mid reply …

Target farming means improved odds.
Like 1/10k for a shaco but killing Uber lillith is 1/100 which afaik is only mob based drop tables, maxroll has this info just look it up

Except that the repetitive loop in DIV is bland and boring.

I didn’t edit anything out - I just added the word ‘BG3’ into two sentences to ensure no one thought I meant Diablo 4 had target farming when I was clearly referring to a different game.