[HN Gopher] Diablo
       ___________________________________________________________________
        
       Diablo
        
       Author : doppp
       Score  : 192 points
       Date   : 2023-07-21 16:25 UTC (6 hours ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | anthk wrote:
       | Diablo it's just a real time watered down Moria :). Get the real
       | thing and play Nethack/Slashem. Moria feels repetitive in
       | comparison. If you feel combat oriented instead of thinking out
       | of the box a la NH/SLSM, play Dungeon Crawl Stone Soup.
        
       | haunter wrote:
       | >Poor character-building choices or a general lack of skill can,
       | in other words, always be compensated for with patient grinding.
       | 
       | This is why I fell in love with JRPGs. Generally most of them
       | allow endless grinding and for me, and for a lot of people,
       | grinding itself is relaxing and on top of that it's fun being
       | strong. It's fun being a demi-god and just kill every boss in 5
       | seconds or less. And even better when you can exploit some janky
       | game mechanic to become strong (which nowadays would be patched 1
       | week later by the devs...)
        
         | butlike wrote:
         | [dead]
        
       | 1letterunixname wrote:
       | I played a lot of Diablo in high school while listening to Alice
       | in Chains. For what it was, it was quality, different, and
       | addictive. Modem and local IPX play with friends was interesting.
       | 
       | D2 was a letdown IMO. D3 is pretty good overall but lacks the
       | charm of D1. I haven't tried D4 because it's $$$ and I'll wait
       | until it's sold on sale.
       | 
       | During the pandemic, I bought CD copies of Diablo and Diablo:
       | Hellfire because I wanted to patch, nocd, and mod them without
       | intermediary tainting of modern distributions.
        
       | strictnein wrote:
       | Really a great, well written article. They've got the "Town" them
       | embedded in the page and every time I hear that song it really
       | brings me back. In Diablo 1, going deeper and deeper into the
       | dungeon was meaningful. Coming back out of the dungeon, barely
       | alive, to the peaceful yet gloomy music was impactful.
       | 
       | I've played all the Diablo games when they were released. I'm sad
       | about what they created for Diablo 4. It's obviously been really
       | successful for them, but I have absolutely no want or need to
       | play through the game again. It's a slog, running across the map,
       | equipment with so many stats that I don't know what's actually
       | better or worse, fighting monsters on the surface and in dungeons
       | that all feel the same. There's hardly any time journeying into
       | the depths of hell, or into deep, deep dungeons, but a lot of the
       | plot instead revolves around the jungle for some reason and how
       | the "jungle gives and takes". A big focus on builds and grinding
       | as opposed to fun. It's been sacrificed on the altar of "live
       | service" and, unlike Diablo 1, you won't be able to play it in 25
       | years, nor will you really want to.
        
         | belfalas wrote:
         | _> They 've got the "Town" them embedded in the page and every
         | time I hear that song it really brings me back._
         | 
         | That Town theme music is just a lovely piece of music. Totally
         | nostalgia inducing.
         | 
         | 8-Bit music theory did a nice breakdown of why it's so good:
         | https://www.youtube.com/watch?v=2F_zsDWJyrM
        
         | chrisdfrey wrote:
         | This writer (Digital Antiquarian) has a lot of interesting
         | articles on early computers and computer games.
        
         | ecshafer wrote:
         | I love Diablo 1 and Diablo 2, I don't care much for what the
         | genre has become though (Diablo 3/4, Path of Exile, Grim Dawn,
         | etc). The genre of loot focused ARPGs really took after the
         | worst aspects of Diablo 2 LOD end game. An extreme focus on
         | grinding and optimizing builds to maximize your ability to
         | grind, so you can get gear to beat end game content that is
         | otherwise impossible, to repeat the process. The genre took
         | this and ran with the concept and brought it up, but also kind
         | of killed the simple parts of the game. A lot of older 90s /
         | early 2000s games had this game first, that then maybe had this
         | end game aspect which some communities played towards. But now
         | the industry plays towards the end game aspect, and neglects
         | the person that just wants to sit down and fight into the
         | dungeon for a while.
        
           | giantrobot wrote:
           | I'm in the same boat. I loved Diablo 1 and 3, but Diablo 3 is
           | just meh and I haven't even bothered with 4. The first two
           | games it could be fun going through loot you'd found and try
           | to optimize your character. There were only a few dimensions
           | to each piece of equipment so finding the "best" a relatively
           | easy. Even if you didn't have the absolute best stuff you
           | could still play the game. The character optimization was an
           | emergent part of the game, not the core focus of the game.
           | 
           | Diablo 3, especially with real money used to buy equipment,
           | turned the CharOp into a core aspect of the game. If you
           | didn't pay attention to that aspect the game could be
           | mercilessly hard. So I couldn't just mindlessly play, I had
           | to pause half way through the dungeon to go further tune all
           | my gear across a dozen different dimensions.
           | 
           | The extra cognitive load means there's more steps between me
           | sitting down and engaging something fun. If I have an hour to
           | play a game having to spend ten minutes out of that time
           | dealing with loot is just a tax on fun. It's bad enough that
           | unless I play every day I have to wait some unbounded amount
           | of time waiting for updates because of the forced online
           | component.
        
           | troebr wrote:
           | I think the loop that hooked me on game such as Diablo 1,
           | Valheim, Subnautica, etc, is that cycle of safe place ->
           | adventure -> "safe place, recharge, upgrade". The grindey
           | aspect of Diablo 4 totally turned me off and if I buy the
           | game it'll only be for the couch coop aspect.
        
             | ohashi wrote:
             | The latest patch is an abomination to make it even slower,
             | grindier and less fun. Save your money.
        
             | strictnein wrote:
             | Just an fyi - the couch coop for Diablo 4 is a little more
             | work to get going than Diablo 3. Requires that the second
             | player sign into their own PSN/XBL account and have that
             | account tied to a Battle.net account:
             | 
             | https://www.dexerto.com/diablo/diablo-4-couch-co-op-
             | platform...
        
           | nntwozz wrote:
           | And now you have "seasons" on top of that grindfest that
           | reset every three months.
           | 
           | Endlessly repeating one-armed bandit gameplay, throw battle
           | passes on top and boom Bobby Kotick can show shareholders how
           | successful the game is.
           | 
           | Why gaming sucks in '23 ...it's the money.
        
       | WaxProlix wrote:
       | Site seems to be struggling. Archive doesn't have it yet, but
       | it'll hopefully be at https://archive.li/wip/v3gsM when it does.
        
         | imachine1980_ wrote:
         | it does now :)
        
       | whartung wrote:
       | I caused physical damage to my hand with Diablo 1 and all the
       | incessant clicking (vs the "hold to attack and keep attacking"
       | mechanic in D2 and D3).
       | 
       | I had some good times in D2, played it pretty deeply until I got
       | to the Physical Immunes. That's when I gave up because I didn't
       | want to have to level up, regear, and respec a new character.
       | 
       | I played D3 when it first came out, the Real Money Auction House
       | destroyed that game as it became a game of "gold", not gear. The
       | "world wide" loot table just wrecked it. When you have a 1 in 10M
       | chance of getting the right weapon drop, that's only "1 in 10"
       | across a million players, but it's still 1 in 10M for you. You
       | also had to become knowledgeable about not just your own class
       | and gear, but every other class and gear so your Barbarian
       | doesn't salvage some random Staff that may have been one of those
       | 1 in 10M drops for a Sorcerer, and thus worth a heap of currency.
       | 
       | D3 rewards time invested, especially later on. It rewards skill
       | to a point, but in the end, it's determination to grind long
       | enough to get enough gear and to get the right level to clear the
       | content. You watch videos of someone clearing high level content,
       | and it's almost always the same map they're clearing as some maps
       | are outright impossible to succeed on compared to others. When
       | it's all boiled down, it makes the end game pretty moot.
       | 
       | That said, I like the dynamic playstyle of D3. An "ok" geared
       | Demon Hunter is a cat on fire through the levels, obliterating
       | everything and everyone, and it's just flat giggly fun. And I
       | liked the story of D3, it was a great story.
        
       | neonate wrote:
       | https://archive.ph/v3gsM
        
       | 1letterunixname wrote:
       | The sanctity of this place has been fouled.
        
       | mbwgh wrote:
       | I got a SSL_NO_CIPHER_OVERLAP for the archive.X links here, which
       | was a first. Since curl worked, I configured Firefox to use
       | NextDNS instead of Cloudflare for DNS over HTTPS, and it worked.
       | 
       | So, is Cloudflare blocking archive.ph since today?
        
       | Erwin wrote:
       | The complex ARPGs have some unlikely competition: rogue-lite
       | bullet-heaven games. The "rougue-lite" gives you short playing
       | sessions where you die, but can still progress for the next game.
       | The "bullet-heaven" turns your character into a source of
       | powerful and explosive attacks, where your actions during the
       | game may be limited to just moving around and selecting upgrade
       | paths.
       | 
       | These lo-fi 5 EUR games give a lot of the monster-slaying fun of
       | Path of Exile, Diablo etc. but with less grind -- and extreme
       | variety. Yet the same idea of killing thousands of monsters with
       | visually and mechanically varied attacks remains. Vampire
       | Survivors, Brotato, Bio-Prototype and Halls of Torment are some
       | of the ugly-looking but addictive games which make me question
       | returning to another only slightly different season of Path of
       | Exile.
        
       | hirundo wrote:
       | This game murdered me. I discovered Diablo a few months after it
       | came out and played obsessively for a few weeks. I had lots of
       | cool stuff. Then one day wandering through a dungeon minding my
       | own business, someone invisible killed me. Boom you're dead. Then
       | they resurrected me. Then they killed me again. Then they
       | resurrected me. Then they killed me again. Then they just went
       | away.
       | 
       | I really felt murdered. I read mystery books with murders in them
       | all the time, but the punch never connected like that. Video
       | games really are a uniquely expressive medium. I closed the game
       | and never went back to it.
        
         | butlike wrote:
         | [dead]
        
       | ghastmaster wrote:
       | > They knew that multiplayer deathmatches had made DOOM what it
       | was, and they knew that, long after players had finished Warcraft
       | II's single-player campaign, it was multiplayer that kept them
       | going there as well, turning the game into a veritable
       | institution
       | 
       | This is what kept me playing for so long. I eventually played
       | solo trying to find better loot when bnet dried up. There is now
       | an active community on discord and plenty of people playing
       | devilutionx. If you have a hankering for Diablo 1 community
       | nostalia, I have over 700 links to current and archived Diablo 1
       | fanpages on my website https://mgpat-gm.github.io
        
       | babblingfish wrote:
       | I tried to leave a comment on the article but it's down due to
       | the hacker news hug of death. I wonder if the author plays new
       | games and what their opinion is on Diablo 4.
       | 
       | It's interesting to me that hacker news has become a place for
       | this kind of niche content about old video games. Who would have
       | known there is such a large audience that is willing to pay for
       | magazine length / quality articles about the history of games?
        
         | lubujackson wrote:
         | Speaking of, I subscribed to this magazine for a few years
         | (yes, on paper!) and I highly recommend:
         | https://www.retrogamer.net/ They have a lot online but there is
         | something very enjoyable about getting an actual magazine in
         | the mail. They have a ton of glossy images and in-depth, well-
         | researched articles - a breakdown of how Pitfall! was
         | constructed for the Atari 2600 is a memorable one.
         | 
         | Bonus (or negative): it is from the UK and living in the U.S.
         | there is a whole alternate dimension of retro games they
         | feature that I've never heard of. But I enjoyed reading about
         | those, too!
        
       | baristavibes wrote:
       | This story and many others are captured really well in the Game
       | Developer Conference (GDC) post-mortem talks, heartily
       | recommended if you want to know about the human aspect behind
       | game dev!!
       | 
       | https://www.youtube.com/watch?v=VscdPA6sUkc
        
         | corysama wrote:
         | And, if that's not enough for you :P
         | https://www.reddit.com/r/TheMakingOfGames/search?q=diablo&re...
        
       | giobox wrote:
       | Jimmy Maher's writing on old PC video games continues to be some
       | of the best around, at least if you are of a similar age to Jim.
       | When the site recovers, I highly recommend reading his back
       | catalog - one of the best collections of articles on 90s PC
       | gaming I've seen. The site is especially great because Jimmy
       | writes so well and he has obvious passion for the period.
        
         | aidenn0 wrote:
         | He also covers a lot of 80s PC gaming. I find the periods I'm
         | unfamiliar with as (or more) enjoyable than the periods I'm
         | intimately familiar with.
        
       | Paul_S wrote:
       | Back when Diablo was released it wasn't uniformly praised like it
       | is today. Aside from caricaturised RPG fans' scoffing there was a
       | lot of criticism of its what we call today streamlining and what
       | we used to call dumbing down. Interestingly back then there
       | wasn't yet the research or even the vocabulary of addictive
       | dopamine hit mechanics but there was already a not very well
       | articulated feeling of a hamster wheel experience.
       | 
       | But yes, I did play Diablo 1 to completion. With all 3
       | characters.
        
       | aidenn0 wrote:
       | This quote resonates with my experience playing Diablo (though as
       | a teenager I definitely couldn't put my finger on it):
       | 
       | > One nice thing about getting older is that you learn what makes
       | you feel good and bad. I've long since learned, for instance,
       | that I'm happiest if I don't play games for more than a couple of
       | hours per day, even on those rare occasions when I have time for
       | more. But I want those hours to have substance -- to yield fun
       | stories to tell, interesting decisions to remember, strategies or
       | puzzle solutions to muse about while I'm cooking dinner or
       | working out or taking a walk, accomplishments to feel good about.
       | For me, Diablo is peculiarly flat; I went, I saw, I clicked on
       | monsters. For me, it feels less like a time waster than a waste
       | of time. I almost find myself wishing the game wasn't so superbly
       | polished in every particular, just to relieve the monotony.
       | 
       | [edit]
       | 
       | And it's not due to an inherent grindy-ness of Diablo either (as
       | one comment on TFA suggests). I have enjoyed other games that
       | were about as grindy before and since.
        
       | musha68k wrote:
       | Diablo is the original "anti-souls" game.
       | 
       | The slot machine mechanics, the lacking of significant strategic
       | elements and sense of hollow progression have always been key
       | factors for my dissatisfaction with it.
       | 
       | That said, the beautiful / dreadful / horror vibe and simplicity
       | of the first game to this day regularly pull me in - only to
       | ultimately dissatisfy me greatly. Each time. To me there is just
       | "no there there" - and that's probably the point?
       | 
       | So I agree on many fronts with this article.
       | 
       | Diablo could have been so much more but they turned it into a
       | highly engineered form of drug that can potentially destroy you,
       | with little to nothing to gain for it. Nicotine? For sure it's
       | more gambling than gaming - again to me mostly timeless yet
       | inherently toxic coating - down to the systems level. So in a
       | way, it's the original "mobile game", the ultimate computer based
       | life waster.
       | 
       | So depending on the person and with the right .mpq file in hand
       | this could either mean getting addicted to or maybe getting off
       | of "cigarettes" completely:
       | 
       | https://github.com/diasurgical/devilutionX/blob/master/docs/...
       | 
       | (Devilution/X is amazing and maybe more interesting than playing
       | the game itself, complete clean-room reverse engineered version
       | of Diablo).
       | 
       | Edit disclaimer: local / in-sync multiplayer is (probably?) not
       | as life wasting
        
         | ecshafer wrote:
         | There is a lot of strategy in Diablo 1. Unlike Diablo 2, you
         | are much less able to just wade into hordes of monsters. Your
         | health doesn't restore, you have less mana, you have fewer
         | abilities and they don't just upgrade. In Diablo 2, some
         | characters get abilities that can clear a whole pack of
         | monsters by level 6 or 12, which you get to relatively quick.
         | Diablo 1 you are much weaker. If theres a pack of monsters,
         | knowing where to position yourself to filter them, or what
         | scrolls to use and when to use them, and rationing your potions
         | is more important. Its closer to traditional roguelikes.
        
           | musha68k wrote:
           | True, D1 involves strategy and _resembles_ traditional
           | roguelikes, yet its tactical breadth feels limited..
           | 
           | So in absolute comparison to other roguelikes it's all mere
           | coating, even on the tactics / strategy side - it tends to be
           | more about positioning and resource management.
           | 
           | This is a highly subjective take of course and its appeal
           | varies player by player..
           | 
           | I'd be in full agreement that Diablo 1 is the "most
           | worthwhile" of the Diablo games and I do have a love / hate /
           | on / off relationship with it (really glad that I'm not a
           | smoker).
        
           | Goronmon wrote:
           | _There is a lot of strategy in Diablo 1. Unlike Diablo 2, you
           | are much less able to just wade into hordes of monsters._
           | 
           | Sure, you camped at doorways and killed monsters as they
           | pathed in front of you individually.
           | 
           | Though, I'm not sure I'd classify that as "a lot of
           | strategy".
        
         | ahartmetz wrote:
         | I feel the same way about Diablo 1. I really like the art style
         | and ambiance (the last Blizzard game for which that is true for
         | me), but the gameplay is basically click on them until they're
         | dead.
        
         | xsmasher wrote:
         | Thank you! I always felt that Diablo was a step backward in
         | computer RPGs, and it never grabbed me the way that Baldur's
         | Gate did; even though the vibe is great as you noted. The
         | randomized dungeons just feel like a treadmill of same art and
         | room layouts, no characters to talk to or memorable events.
         | 
         | Somehow I WAS snared by "Book of Demons," which looks a lot
         | like a diablo clone but with some card mechanics and a unique
         | feature when you can choose the length of a dungeon (specify a
         | number of minutes) to tailor the session length to the time you
         | have.
         | 
         | https://store.steampowered.com/app/449960/Book_of_Demons/
        
         | spywaregorilla wrote:
         | i really feel the need to object to calling some grindy trash
         | as "anti souls" as if dark souls is the archetypal game that is
         | not shallow. I like dark souls (and love sekiro, and shrug at
         | elden ring).
         | 
         | But there's a lot of games out there with depth. And frankly, a
         | lot of people get through dark souls with luck and jank.
         | Especially elden ring with its summons. That you can beat the
         | game with sheer grit and dodges is a different thing.
        
         | atum47 wrote:
         | I made a post the other day about diablo being a clicker game
         | 
         | https://news.ycombinator.com/item?id=36328358
        
           | moribvndvs wrote:
           | No joke, I just discovered Cookie Clicker a couple of weeks
           | ago (sorry, I guess I've been under a rock) and it struck me
           | that CC is a greatly distilled and simplified version of
           | Diablo and pretty much all ARPGs. Perform some action to get
           | resources to get a thing that will let you collect more
           | resources that will let you get a better thing etc. A
           | dopamine factory.
           | 
           | The differences are just implementation details and
           | art/style/setting.
        
             | anthk wrote:
             | That's why I prefer roguelikes. Hoarding and grinding won't
             | save you. Lateral thinking, lots of times.
        
             | Root_Denied wrote:
             | Universal Paperclips is another game like this, although
             | one with more of a clear "ending" than something like CC or
             | Diablo.
        
         | sgtnoodle wrote:
         | Sounds hellish to me.
        
         | carlisle_ wrote:
         | This is a strange post to me. You can immediately see that you
         | value soulslike as a superior genre, yet to me I see those
         | games are just as grindy. Die to a boss a million times to
         | learn the timings -> finally you beat it. Not that much
         | different than ARPGs where you kill lots of stuff and die
         | infrequently. It's just two sides of the same coin.
         | 
         | Really these posts that call one kind of game time wasting or
         | drug-like but not another just miss the brutal irony.
        
           | themagician wrote:
           | You can find a balance. Diablo 3 tried. You had a game that
           | you could make significantly hard, and because respecs were
           | essentially unlimited you could reroll your character for any
           | particular fight that was too hard to try and find a new way
           | to beat it. I enjoyed that part.
        
           | ohwellhere wrote:
           | > Really these posts that call one kind of game time wasting
           | or drug-like but not another just miss the brutal irony.
           | 
           | I think you're spot on.
           | 
           | > > To me there is just "no there there" - and that's
           | probably the point?
           | 
           | In some ways I've always felt Diablo is just more honest
           | about what a video game is.
        
           | Panoramix wrote:
           | It's the difference between spending a lot of time at the
           | slot machine vs becoming good at chess. It's s massive
           | difference. You don't "grind" chess, you learn from your
           | failures and get better at it. Sure, you can get lucky
           | sometimes if your opponent blunders but the strategy to wait
           | for that to happen is a failing one.
        
           | kec wrote:
           | In Diablo you click on things to increase your avatar power,
           | eventually if you click on enough things your avatar power
           | will have gone up enough you can complete the challenge of
           | the day. There is skill in crafting a build, and some builds
           | and abilities do require some thought to deploy well, but at
           | the end of the day your personal skill level doesn't matter,
           | its not like you'll need to hone your clicking ability.
           | 
           | In soulslike games there is typically some amount of avatar
           | power and it is possible to grind up such that your avatar
           | power trivializes the game but that isn't actually necessary,
           | its possible to beat the game with a naked level one avatar.
           | The challenge is more about you the player getting better at
           | the mechanics of the game, not your avatar.
           | 
           | Both styles of game design can be enjoyable, but many find
           | the latter more fulfilling.
        
           | shultays wrote:
           | I guess the difference is grinding against a challenge and
           | grinding against RNG
        
             | aflag wrote:
             | How is that material in any way?
        
               | dividedbyzero wrote:
               | It feels very different and appeals to different crowds.
               | I hate grinding against a challenge because I have to do
               | a lot of that in real life, whereas blazing through the
               | hell levels with my Diablo 1 Sorcerer was more like a
               | relaxing stroll than much of a grind, with the occasional
               | little reward from the RNG. Other people get a kick out
               | of dying 83 times in front of the same boss, but that has
               | never been me.
        
               | nkjnlknlk wrote:
               | Transferable skills. I don't die frequently to Souls or
               | Monster Hunter bosses. I beat many of the Bloodborne
               | bosses on the first try. Not because I'm a god gamer but
               | because I played a LOT of Dark Souls and Monster Hunter
               | as a kid.
               | 
               | Every new ARPG (or ARPG league) requires many hours of
               | grinding regardless of skill.
        
               | spywaregorilla wrote:
               | In one of them you do a thing. In the other you just roll
               | dice?
        
               | dmonitor wrote:
               | Consistently defeating the Dark Souls boss requires
               | skill. You have to learn how to beat it. The improvement
               | comes from within yourself, and your ability to recognize
               | what you are doing wrong. Knowing how to beat a boss is
               | like a puzzle or a skill, even if it's a trivial skill
               | less useful than a party trick. You have to analyze the
               | boss, form a strategy, and adjust your strategy until you
               | reach the desired outcome.
               | 
               | Diablo progression is just beating a pinata until it
               | pops. You do the same thing over and over again until you
               | get the outcome you want. It's about as intellectually
               | engaging as cookie clicker.
        
           | zanellato19 wrote:
           | > You can immediately see that you value soulslike as a
           | superior genre, yet to me I see those games are just as
           | grindy. Die to a boss a million times to learn the timings ->
           | finally you beat it. Not that much different than ARPGs where
           | you kill lots of stuff and die infrequently. It's just two
           | sides of the same coin.
           | 
           | That's not the same at all. The grind is built into Diablo,
           | there is no way to avoid it. I regularly play souslike, it
           | has been years since I needed to grind out a boss.
        
         | DarkNova6 wrote:
         | I mostly agree.
         | 
         | As a small-scale game-designer I sometimes ask myself: how I
         | could create a Diablo given the right budget? But the problem
         | is that you cannot recreate the magic of Diablo (2). There is
         | nothing inherently magic about Diablo which sets it apart. It's
         | all about the impeccable implementation of a simple idea. A
         | perfect storm.
         | 
         | I think a combination of Diablo and Souls-like would be a
         | fascinating endeavour. You could take the core souls-gameplay,
         | scale up the enemy count and turn it into an isometric game.
         | High Stakes, high reward.
         | 
         | Or you take a Souls-game and just make it a bit more
         | casual/accessible. On top, Blizzard has the talent and manpower
         | to create breathtaking environments that could shine even more
         | in third-person.
         | 
         | Blizzard should go back to formula. Because their original
         | recipe is still stuck in the 90s.
        
         | [deleted]
        
         | themagician wrote:
         | I've always loved this series.
         | 
         | The problem, as I see it, is that the focus is always on
         | tweaking the "endgame." I just find this to be silly. Once you
         | get to the endgame it's pointless, and people basically blaze
         | through the base game on purpose. And once you get there it
         | really is no more than a slot machine that caters to people
         | with serious gambling addictions. You run the same dungeons
         | over and over again, sometimes thousands or even tens of
         | thousands of times, all for an item with slightly different
         | numbers. In Diablo 1 and 2 the item often doesn't even look
         | different.
         | 
         | But I've always found the base game to be excellent. Fun,
         | exciting, and a blast with 4 people.
         | 
         | I feel like, particularly with the new Diablo 4 they could make
         | the leveling curve on the base game last MUCH, MUCH longer and
         | it would actually be far more enjoyable for far more people. It
         | would piss off the endgame crowd though, because all they want
         | to do is get to max level as fast as possible so they can start
         | farming.
        
           | nonethewiser wrote:
           | > I feel like, particularly with the new Diablo 4 they could
           | make the leveling curve on the base game last MUCH, MUCH
           | longer and it would actually be far more enjoyable for far
           | more people. It would piss off the endgame crowd though,
           | because all they want to do is get to max level as fast as
           | possible so they can start farming.
           | 
           | Didn't all of this literally just happen?
        
             | themagician wrote:
             | Sort of, but not really. The real grind kicks in around
             | level 50... so again, after you've already beat the game. I
             | don't really care about the "endgame". I think this game
             | would be much more fun if it was a bit more like am MMO,
             | where you are maybe looking for a group to do a dungeon.
             | 
             | Below 50 is, IMO, the best part of the game, especially
             | because respecs are essentially unlimited.
        
           | dleslie wrote:
           | > I feel like, particularly with the new Diablo 4 they could
           | make the leveling curve on the base game last MUCH, MUCH
           | longer and it would actually be far more enjoyable for far
           | more people. It would piss off the endgame crowd though,
           | because all they want to do is get to max level as fast as
           | possible so they can start farming.
           | 
           | They just did this, and made the game much more of a slow
           | grind.
           | 
           | Diablo 4's greatest flaw, IMHO, is that they apply difficulty
           | scaling across all areas. At level 1 it can take two or three
           | single hits to kill a goat man, and at level 60+ it can take
           | two or three hits to kill a goat man; because the mobs scale
           | to your power level.
           | 
           | If they'd simply allowed some areas to be level-restricted
           | with difficult mobs, then there would always be a sense of
           | reward and victory. A player tired of the grind need only hop
           | over to a slightly easier zone to feel like a god among
           | mortals. But you can't do that in Diablo 4, so it just
           | remains a slog.
        
             | tstrimple wrote:
             | The latest updated tried to address this somewhat.
             | 
             | > Level scaling inside dungeons and most overworld
             | territories has been adjusted in World Tiers III and IV.
             | Monsters will begin to trail behind the player in Level
             | after a certain point (up to a maximum of 5 Levels behind).
             | This change does not affect World Bosses, Legion Events,
             | Fields of Hatred, Helltide, or Nightmare Dungeons.
             | 
             | Due to the nature of level scaling, if you're 5 levels over
             | an enemy you basically vaporize them. There is still level
             | variance among the world zones as well. So with the
             | combination of the two, you should always be able to find
             | someplace a bit more challenging and when you're higher
             | level you can find areas with lots of enemies lower than
             | you. I haven't played enough post-patch to know if it's
             | made the experience any better, but I'm not the type of
             | Diablo player to seek out areas with weaker enemies.
             | 
             | What Blizzard wanted to avoid is having 4/5ths of the map
             | no longer relevant because you're so far above the area
             | level that you no longer get usable XP, loot or gold. In D3
             | there wasn't much to do at the high end other than run
             | rifts. In D4 the entire world is a viable place to spend
             | time during the late game.
        
               | dleslie wrote:
               | > What Blizzard wanted to avoid is having 4/5ths of the
               | map no longer relevant because you're so far above the
               | area level that you no longer get usable XP, loot or
               | gold. In D3 there wasn't much to do at the high end other
               | than run rifts.
               | 
               | Alternatively, they could have:
               | 
               | 1. Distributed high-level dungeons across the map
               | 
               | 2. Unlocked high-level quests across the map
               | 
               | They have an open world with dungeons and "caves", and an
               | open world quest system; they could've leveraged that to
               | get high level players to return.
        
             | aprdm wrote:
             | yes I totally agree.
        
             | jerf wrote:
             | After ~25 years of playing this sort of game, I am
             | increasingly sympathetic to the idea that exponential-power
             | leveling is just a busted mechanic. There's a variety of
             | good ways to use it, but there isn't a _great_ way.
             | 
             | You can lean into it, like Disgaea, which just embraces the
             | brokenness and writes them into its mechanics. You can just
             | sort of write a standard game, but then, in the end, the
             | solution to all problems is grinding. You can scale the
             | challenges with the level, but then, what's the point of
             | leveling? In fact all you're doing is running the risk of
             | showing just how busted the mechanic is when you have a
             | hard time matching the levels correctly because of the
             | exponential power gains; see Oblivion, for instance. And
             | even after such a mismatch, the solution to all problems is
             | _still_ grinding.
             | 
             | Obviously many fine games have used this and I still play
             | some to this day, so I'm not saying it's never ever fun.
             | I'm just saying, the ways in which it's kinda broken seem
             | fundamental and there seems to be only so much you can do
             | with them. Were I designing a game today, rather than
             | treating it as a default as so many designers still seem
             | to, I'd want to take a careful look at the disadvantages
             | and be sure I'm comfortable with them before proceeding.
             | And as a gamer I do have to say more and more I'm starting
             | to mark a game using level-based mechanics down a point
             | when I'm figuring out what to play.
        
               | chrchang523 wrote:
               | There are games where the final score is primarily based
               | on taking as little time as possible (e.g. the Heroes of
               | Might and Magic series, which had its debut around the
               | same time as Diablo); this tends to keep exponential
               | leveling mechanics in check.
        
               | bombcar wrote:
               | I always thought HoMM single player kind of just played
               | directly into the "comp stomp" play style and only a few
               | levels punished it.
               | 
               | The difference between single player and modern HoMM
               | (it's a thing!) multiplayer is absolutely stark. Entirely
               | different games, basically.
        
               | dleslie wrote:
               | > After ~25 years of playing this sort of game, I am
               | increasingly sympathetic to the idea that exponential-
               | power leveling is just a busted mechanic. There's a
               | variety of good ways to use it, but there isn't a great
               | way.
               | 
               | Hero stories need to have a satisfying end, and I don't
               | think many ARPGs acknowledge that this is even possible
               | or design to allow it to coincide with the end of the
               | story.
               | 
               | I imagine an ARPG designed to _end_ characters would
               | level-gate content in such a way that unlocking, and
               | defeating, the final content would be a satisfying end to
               | the character. You would certainly be encouraged to start
               | afresh, NewGame+ style, with a new character but it would
               | be made clear that the character at the _end_ is also
               | _finished_. Completed. Over. Done. The hero has finished
               | their journey.
               | 
               | Ie, lock the character and have them just lounging around
               | in a hub/town for your new characters to see.
        
             | [deleted]
        
             | themagician wrote:
             | It be nice if they split the game. They already have a
             | Hardcore mode, so they could just split the ruleset.
             | "Normal" could have things like level-gated areas,
             | unlimited respecs, and a stronger focus on group play and
             | HC could remain an infinite grind... which I think HC
             | players would enjoy, since it would give them more cred and
             | let them look down on mere casuals.
        
           | jorvi wrote:
           | With Diablo 3 they added so much QoL and grind protection and
           | then people flipped their shit. So for Diablo 4 they
           | discarded _everything_ good from Diablo 3.
           | 
           | By and large, Diablo players _want_ to be flagellated by the
           | RNG.
        
             | dleslie wrote:
             | You can be god-tier in Diablo 3 with a simple autohotkey
             | script. At least with Diablo 4 you have to _sometimes_
             | evade. ;)
        
           | tstrimple wrote:
           | > Once you get to the endgame it's pointless, and people
           | basically blaze through the base game on purpose. And once
           | you get there it really is no more than a slot machine that
           | caters to people with serious gambling addictions.
           | 
           | Feels like you're missing the point of end-game players. It's
           | not the slot machine. It's pushing further and further into
           | end-game content. It's a race to see who can dive deeper into
           | dungeons and what builds are necessary to push to the true
           | "end game". Diablo, the campaign, is and has always been
           | trivially easy. Super high levels of these dungeons stack up
           | so many resistance penalties and the level difference adds so
           | much damage reduction (for enemies) and increase (for you)
           | that it becomes much more of a skill based game. This is what
           | I play these games for. Not the campaign that you can sleep
           | through.
           | 
           | For my wife, the game ends when we kill the big baddie
           | together on normal difficulties. For me that's when the
           | content just starts getting interesting. There is a lot of
           | grinding involved, but you're having to pay so much more
           | attention to what abilities / upgrades / paragon selections
           | you make none of which are important at all for the main
           | campaign.
        
             | themagician wrote:
             | I don't know how you do it, but I'm actually fascinated by
             | it. I like watching Diablo players rant on YouTube, but for
             | me the game pretty much ends after the campaign too. I wish
             | it didn't because I find the campaigns great. Even just
             | exploring the map and all the different atmospheric
             | elements. It just feels too short.
             | 
             | I don't want to optimize my character. One thing I loved
             | about D3 was that the entire skill tree was accessible to
             | you. In D4 that's true right up until around 50 when it
             | becomes cost prohibitive to respec.
        
           | butlike wrote:
           | [dead]
        
         | proc0 wrote:
         | The beauty of Diablo is the RNG dungeons and overall feeling of
         | character progression. Souls games are effectively a static
         | level layout with enemies respawning in the exact same place,
         | however it gives the feeling of overcoming hard challenges
         | (more or less by design). So yes it is "anti-souls" but it's
         | because it attempts to deliver a unique experience with every
         | playthrough, although I agree that this has been lost in the
         | ARPG genre in favor of formulaic quests and slot machine
         | mechanics since Diablo 3.
        
         | PartiallyTyped wrote:
         | > the lacking of significant strategic elements
         | 
         | Planning for your gear and doing sims / optimizing are
         | strategic elements, though potentially a meta-strategy?
        
           | butlike wrote:
           | [dead]
        
           | WhereIsTheTruth wrote:
           | That was a thing in Diablo 2 and that's when the IP peaked,
           | this got lost with Diablo 3 and, i believe even more so with
           | Diablo 4.. all the builds are all discovered and in front of
           | you, there is no tinkering with incredible skill interaction
           | possible like we used to do in Diablo 2
           | 
           | It's kinda similar to how Bethesda manages the Elder Scrolls
           | IP, ~ a decade between titles and they casualize(? is it a
           | word)/simplify mechanics that made them popular, they became
           | a shadow of themselves, as a result their titles, while
           | successful, doesn't give the same satisfaction, and I don't
           | think it's due to nostalgia, there are specific design
           | decisions that emphasis with my point, lvl-scaling and
           | simplified damage/defense stats in D4 for example
           | 
           | The story and world building are both nailed, hence the
           | commercial success, but the gameplay... what a let down..
           | exactly like Oblivion -> Skyrim transition
           | 
           | I don't think the game would have been a success if "Diablo"
           | wasn't attached to the name, I'm pretty sure it sold less
           | than Diablo 3
           | 
           | Hopefully they evolve the genre/IP with Diablo 5, perhaps
           | focus as a single player game and explore new gameplay
           | mechanics
           | 
           | This "game as a service" ruins this IP
           | 
           | Hopefully Bethesda don't fall into the same trap and actually
           | move the IP forward, similar to how Fromsoftware evolved
           | their Souls like genre
           | 
           | Dark Souls -> Elden Ring, that's what I expect from both
           | Blizzard / Bethesda, they both play too safe and ends up
           | becoming the shadow of their past..
        
             | spywaregorilla wrote:
             | I don't understand how people can praise the game design of
             | Dark Souls and then say that Elden Ring is better. Elden
             | Ring is the trashy mass appeal cousin.
             | 
             | * Most major bosses are gimmicky
             | 
             | * The open world encourages running past everything across
             | pretty but boring fields and eschewing interesting level
             | design
             | 
             | * The platforming is goofy and bad and relies heavily on
             | awkwardly not dying as you fall vague heights
             | 
             | * There's a huge amount of tedious content. And you're
             | highly likely to encounter enemies that are genuinely too
             | strong for your character that just kind of shits on you
             | for exploring the wrong way; or likewise content that you
             | arrive at and are disappointed to find it's pointlessly
             | easy.
             | 
             | The game was still good but it would have been much better
             | if they cut out 3/4 of the mini dungeons, chopped the map
             | area in half, and put more love and effort into the legacy
             | dungeons.
        
             | lgeorget wrote:
             | > It's kinda similar to how Bethesda manages the Elder
             | Scrolls IP, ~ a decade between titles and they casualize(?
             | is it a word)/simplify mechanics that made them popular,
             | they became a shadow of themselves
             | 
             | I felt that as well when I played Skyrim after Morrowind.
             | The fact that you cannot sell or drop quest items (even
             | quests you've not received yet), you cannot meet NPCs
             | you've not been talked about, unkillable NPCs, the marker
             | in the UI that tell you where to go... For sure, it's
             | "convenient" and it alleviates a lot of frustration but it
             | also makes the world feel less real.
        
             | nullindividual wrote:
             | > casualize(? is it a word)/simplify mechanics
             | 
             | 'streamline the fun out of'
        
               | WhereIsTheTruth wrote:
               | Yeah that sounds like a better word, thanks
        
             | jnovek wrote:
             | > all the builds are all discovered
             | 
             | Isn't that more a feature of the community than the game
             | itself, though? You're always free to experiment and roll
             | your own builds. That's what I'm doing with Diablo 4 and
             | I'm having a blast. I don't care if I push the highest
             | nightmare dungeon or even reach max level. I just want to
             | see what I can do with a build that I come up with out of
             | my own head.
        
               | foobazgt wrote:
               | This. There's a lot of room to improve in terms of build
               | variety, and yet my kids and I have been having a lot of
               | fun theorycrafting and coming up with our own builds.
               | 
               | There's a fun loop there in that finding new equipment
               | let's you try new builds which helps you find better
               | equipment. You're hunting enabling uniques, legendary
               | aspects, critical mass of some necessary affix like
               | thorns, crit, cdr, lucky hit, etc.
               | 
               | For reference, I have 3 toons on eternal at about 80, 70,
               | and 60 respectively, with the 80 pushing NM 50 before the
               | nerfs.
               | 
               | If your goal is to look up a meta build and rush Uber
               | Lilith, the game will probably not be satisfying for you.
        
               | WhereIsTheTruth wrote:
               | I think that's more of a side effect of them wanting it
               | to be a "game as a service", they need everything to be
               | streamlined and balanced.. wich removes a lot of the
               | fun..
               | 
               | I wish they'd have made D4 a proper single player game
               | instead of an MMO, and let your community mod your game
               | 
               | Look at D2 and the sheer amount of mods.. same for
               | Warcraft 3..
        
               | foobazgt wrote:
               | I can see glimpses of what they were going for with
               | online multiplayer in D4. There's some fun there, but I
               | think it's currently a net negative.
               | 
               | It forces them to balance tightly, but I don't need D4 to
               | be perfectly balanced - just fun. Some of the best games
               | I've ever played have had horribly broken balance - final
               | fantasy 6 (3) and final fantasy tactics just to name two
               | off the top of my head.
        
               | tstrimple wrote:
               | World events with online players have the potential to be
               | much better. I'm hopeful it'll evolve over time. That
               | being said, D4 is not even close to being balanced
               | perfectly. There are orders of magnitude of power level
               | in difference between classes and builds. At least if you
               | measure them against "end game content" and not the
               | campaign which can be completed with any class / skill
               | selection.
        
               | foobazgt wrote:
               | Right, it's not currently balanced well, and the massive
               | amount of nerfing in the last patch was to work to
               | address that.
               | 
               | Thankfully, it looks like they realized the patch was
               | bad. They just announced in their fireside chat that they
               | were wrong to prioritize balancing over fun, and they're
               | working to fix it.
        
       | imachine1980_ wrote:
       | diablo Postmortem GDC 2016
       | https://www.youtube.com/watch?v=VscdPA6sUkc
        
       | holografix wrote:
       | The only way to play Diablo is on hardcore mode and multiplayer.
       | 
       | Suddenly you are walking dungeons slowly, waiting for cooldowns
       | to refresh in a corner, planning what area spells to combo with
       | your party, exchanging items that were dropped.
       | 
       | I don't know if HC players get rewarded in any way, with special
       | dungeons or items but they should. It forces you to appreciate
       | and think about the game much more.
       | 
       | Otherwise it's just mindless click frenzy.
        
       | wk_end wrote:
       | Even Diablo 2 felt a little bloated to me - it's so much longer,
       | and I burned out on all the click-click-click way sooner than
       | most people. It felt like slog.
       | 
       | But the original Diablo...man. What a game. It feels "perfect" to
       | me, in the same way that Scheme (the programming language) feels
       | "perfect". Tight, hugely playable and replayable, atmospheric,
       | unbelievably compulsively addictive. I maintain an personal list
       | of best games ever; it's unranked, but D1 would be near the top.
        
         | kzrdude wrote:
         | Diablo 2 is the only one I played deeply, it seems fresher
         | since it has many acts/environments. Even though any single one
         | of them could have boring parts.
        
           | ecshafer wrote:
           | Diablo 1 has a single town, but there is a similar "new
           | environments" part of the gameplay since as you go into the
           | dungeon it changes. So theres the church -> catacombs ->
           | caves -> hell. Though the whole game is maybe just a little
           | longer than Act 1 in Diablo 2 (but its tough to say because
           | its a much slower paced game).
        
           | duskwuff wrote:
           | > Even though any single one of them could have boring parts.
           | 
           | The jungle areas in Act 3 were a particularly weak section,
           | IMO.
        
             | butlike wrote:
             | I really feel like they shot themselves in the foot making
             | the Spider Forest so windy. I get it thematically-- getting
             | lost in the forest fits, but not all sections of the act
             | are like that and to make it the "first impression" is what
             | makes everyone remember that they hate act 3.
             | 
             | Once you get to Kurast it's ya pretty linear. I think they
             | should have stuck the easy-to-get-lost-in Spider Forest
             | between lower and upper Kurast, and eased the player in
             | more.
        
             | nullindividual wrote:
             | Act 3 has a large difficulty spike and is frustrating
             | (especially due to the dolls, etc.), but Kurask is a
             | favorite farming area. Act 4 is boring, though easy to get
             | rewards in due to how open the spaces are.
        
             | fishtoaster wrote:
             | That's what immediately sprang to mind when wk_end
             | mentioned slogging. I was never a serious player, but
             | played through it a number of times and that was always my
             | least favorite section. So repetitive, and the river maps
             | often included long sections of back-tracking if you got
             | unlucky with the procedural generation.
        
       | rpastuszak wrote:
       | I remember playing the first demo as a kid[1] and almost falling
       | off my chair when I accidentally triggered the healing spell (I
       | had no idea that I triggered it). It was scarier than Butcher
       | grunting "aaah fresh meat" from a cold dark room, deep in the
       | dungeon.
       | 
       | Then, for reasons not relevant here, to buy the full version of
       | the game I had to drive 60 km to the nearest big city, get it at
       | a shady bazaar, suspiciously only displaying CDROM covers at
       | their stalls, but no disks. The game was so much better due to
       | almost 2 years of anticipation!
       | 
       | And then, a few days later the nanny robbed us (= disappeared),
       | and it took my parents more than a day to come back. So we played
       | D1 for 23 hours, changing seats with my brothers, one of us
       | making tea, another one snacks, rotating every 30 minutes.
       | 
       | The moral of this story is: Diablo was a wonderful game when it
       | came out, but ffs never leave 3 kids at the age 7-10 alone for
       | more than a few hours. xd
       | 
       | [1] Two rednecks playing D1:
       | https://days.sonnet.io/#:~:text=I%20play%20Diablo%20for%20th...
       | (if not on chrome, search for "I play diablo")
        
       | ralmidani wrote:
       | I agree with the drug analogies.
       | 
       | I bought Diablo in 1996, I stayed up about 40 hours playing it.
       | To the point that I started to literally hallucinate and click on
       | things that weren't actually there.
       | 
       | I downloaded the relatively new iOS Diablo game a few months ago
       | and sank tens of hours into the game before waking up and putting
       | an end to the madness. I'm morally opposed to "pay to win" games
       | and wasn't tempted to buy anything, so fortunately I escaped
       | without financial damage (but the time I put into the grind can't
       | be replaced).
       | 
       | Granted, there are people who are more susceptible to addiction,
       | and I appear to be one of them (thankfully, I was raised in an
       | observant Muslim family). But that doesn't absolve Blizzard of
       | responsibility for what they've unleashed.
        
         | cwkoss wrote:
         | typo? do you mean "pay to win"?
        
           | ralmidani wrote:
           | Thanks! Fixed.
        
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