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inXile Entertainment
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- Joined
- May 3, 2011
- Messages
- 5,698
I'm in act 3 and having fun. Unfortunately judging by the fact that I'm getting achievements for finishing dialogues with different characters, it seems like act 4 will be super short and shitty, just like Diablo II. Kind of annoying, I was hoping act 4 would be just as lengthy as the others, but it seems like they ran out of money/original ideas/etc. or wanted to save stuff for future expansions.
Truth be told I would have enjoyed maybe 5 acts that were slightly shorter. Act 2 was pretty good but act 1 got monotonous very quickly and had way too much stuff completely disconnected from the story... act 3 is decent but it seems very linear in comparison to the others, no exploration so far. I think more locations to see rather than a few additional tilesets would have really helped break things up better. They went to a lot of trouble expanding the lore and we see very little of it.
If I have one big complaint with the game outside of mechanics and story, it's the way it drags you from one place to the next. Diablo, for me, was always about the feeling of being alone, whether that's in strange and hostile lands or in dungeons and caves. There's some of that in Diablo III, but there are too many cutscenes, scripted sequences and too much character interaction for my tastes. The size of the world is also such that I don't really feel like I'm trekking into dangerous, unexplored realms of a very deadly world. In Diablo II, all the really dangerous and horrible stuff happened far, far from town, in places no sane person would ever go, and it gave a much better sense of impending doom.
The feel really is very similar to an action game, not an RPG. The fact that you can't go between acts within the same game, the lack of branching paths, etc., they honestly probably wouldn't have lost much to just arrange things in a typical mission-to-mission structure. I really liked stumbling upon random dungeons/quests/etc. in the open wilderness (especially in act 3 of Diablo II) and that seems almost entirely gone once you get past act 1.
Also here's an IRC conversation where I ramble on about the game mechanics to myself.
Truth be told I would have enjoyed maybe 5 acts that were slightly shorter. Act 2 was pretty good but act 1 got monotonous very quickly and had way too much stuff completely disconnected from the story... act 3 is decent but it seems very linear in comparison to the others, no exploration so far. I think more locations to see rather than a few additional tilesets would have really helped break things up better. They went to a lot of trouble expanding the lore and we see very little of it.
If I have one big complaint with the game outside of mechanics and story, it's the way it drags you from one place to the next. Diablo, for me, was always about the feeling of being alone, whether that's in strange and hostile lands or in dungeons and caves. There's some of that in Diablo III, but there are too many cutscenes, scripted sequences and too much character interaction for my tastes. The size of the world is also such that I don't really feel like I'm trekking into dangerous, unexplored realms of a very deadly world. In Diablo II, all the really dangerous and horrible stuff happened far, far from town, in places no sane person would ever go, and it gave a much better sense of impending doom.
The feel really is very similar to an action game, not an RPG. The fact that you can't go between acts within the same game, the lack of branching paths, etc., they honestly probably wouldn't have lost much to just arrange things in a typical mission-to-mission structure. I really liked stumbling upon random dungeons/quests/etc. in the open wilderness (especially in act 3 of Diablo II) and that seems almost entirely gone once you get past act 1.
Also here's an IRC conversation where I ramble on about the game mechanics to myself.
<eric> also the game feels too cold and manipulative for me.
<GDwarf> What's really sad is that since people are putting up with it, 'cause it's Blizzard, everyone else will do it
<GDwarf> And people won't complain
<eric> I mean in terms of mechanics.
<GDwarf> 'Cause they already put up with it
<eric> the loot treadmill is just a bit too obvious.
<eric> the presentation of everything is a bit too meta.
<GDwarf> If this doesn't go bad fast, it's going to become the de facto standard
<eric> like YOU BEAT X QUEST, NOW YOU GET TOWN PORTAL/CRAFTING/EPIC MOUNT/ETC. for no reason.
<GDwarf> Until a really big title completely crashes and burns
<eric> and then there's the combat.
<GDwarf> Which will take at least long enough for an entire generation of games to be unplayable after the publishers don't want to support them anymore
<eric> which mechanically speaking is... too simple.
<eric> at least right now.
<eric> everything is a function of DPS.
<eric> which is a direct result of two things.
<GDwarf> Unusual for a Diablo title
<GDwarf> But fits with how they coded WoW
<eric> a) your weapon and b) your primary attribute.
<eric> b) is of course influenced only by gear.
<eric> because there is no way to influence attributes otherwise.
<eric> except leveling which happens automagically.
<eric> and I mean, it works.
<eric> but it's too... obvious
<eric> and seeing stuff like "deals 200% of DPS as cold damage" is weird for a skill.
<GDwarf> Very WoW-esque, then
<eric> again, I understand how it works, and using percentages is actually good because it avoids the problem of having to balance every level of every skill etc.
<eric> but then you get into gameplay.
<eric> and the "flow" is very... I don't know
<eric> it's not really fun.
<eric> it seems more designed to keep you occupied.
<eric> as in.
<eric> staying alive is basically about a few things.
<eric> (since taking damage is unavoidable for the most part)
<eric> a) protection skills/spells
<eric> b) health orbs
<eric> c) healing potions
<eric> and the cooldowns of each of these seem balanced with enemy output specifically to make sure you are always going to be using one of the above.
<eric> and being too slow or mis-timing usually results in death
<eric> and again, they all kind of fit together in such a way that you are always mashing keys in sequence.
<eric> but it's not really fun, as I said, just... it's stuff to do.
<eric> it's not tactical at all once you've selected the right ability load-out.
<eric> (I refuse to call the builds, they're Call of Duty kits)
<eric> I also totally refuse to believe they couldn't have made manually assigning attributes work.
<eric> and in fact the lack of that really hurts customization more than they probably realized.
<eric> it's not just about "I can make numbars go up!!1"
<eric> it's also about things like, say.
<eric> I'm playing a Wizard. you could set up attributes like this:
<eric> 1) strength determines equipment I can wear and how fast I can move (heavier armor = slower movement)
<eric> 2) dexterity determines how quickly I can cast spells and how often I dodge
<eric> 3) vitality can be things like elemental resistances and max health, plus maybe some natural armor
<eric> 4) energy can be mana, mana regeneration, spell damage, etc.
<eric> Blizzard said that in Diablo II those were "broken" because everyone just got the minimums they needed for the best gear and pumped vitality.
<eric> so their solution was to just turn it all into equipment and get rid of the "middleman"
<eric> but that "middleman" could have had way more influence in gameplay if they had actually used their heads.
<eric> but my guess is, that was too complicated for the casual mass audiences who play MMOs.
<eric> so they decided to just go with cooldowns and constant button-mashing rhythm instead.
<eric> and leave the complexity not to planning etc. but to the item slot machine.
<eric> anyway fuck me, I'm a nerd :D
<GDwarf> What's really sad is that since people are putting up with it, 'cause it's Blizzard, everyone else will do it
<GDwarf> And people won't complain
<eric> I mean in terms of mechanics.
<GDwarf> 'Cause they already put up with it
<eric> the loot treadmill is just a bit too obvious.
<eric> the presentation of everything is a bit too meta.
<GDwarf> If this doesn't go bad fast, it's going to become the de facto standard
<eric> like YOU BEAT X QUEST, NOW YOU GET TOWN PORTAL/CRAFTING/EPIC MOUNT/ETC. for no reason.
<GDwarf> Until a really big title completely crashes and burns
<eric> and then there's the combat.
<GDwarf> Which will take at least long enough for an entire generation of games to be unplayable after the publishers don't want to support them anymore
<eric> which mechanically speaking is... too simple.
<eric> at least right now.
<eric> everything is a function of DPS.
<eric> which is a direct result of two things.
<GDwarf> Unusual for a Diablo title
<GDwarf> But fits with how they coded WoW
<eric> a) your weapon and b) your primary attribute.
<eric> b) is of course influenced only by gear.
<eric> because there is no way to influence attributes otherwise.
<eric> except leveling which happens automagically.
<eric> and I mean, it works.
<eric> but it's too... obvious
<eric> and seeing stuff like "deals 200% of DPS as cold damage" is weird for a skill.
<GDwarf> Very WoW-esque, then
<eric> again, I understand how it works, and using percentages is actually good because it avoids the problem of having to balance every level of every skill etc.
<eric> but then you get into gameplay.
<eric> and the "flow" is very... I don't know
<eric> it's not really fun.
<eric> it seems more designed to keep you occupied.
<eric> as in.
<eric> staying alive is basically about a few things.
<eric> (since taking damage is unavoidable for the most part)
<eric> a) protection skills/spells
<eric> b) health orbs
<eric> c) healing potions
<eric> and the cooldowns of each of these seem balanced with enemy output specifically to make sure you are always going to be using one of the above.
<eric> and being too slow or mis-timing usually results in death
<eric> and again, they all kind of fit together in such a way that you are always mashing keys in sequence.
<eric> but it's not really fun, as I said, just... it's stuff to do.
<eric> it's not tactical at all once you've selected the right ability load-out.
<eric> (I refuse to call the builds, they're Call of Duty kits)
<eric> I also totally refuse to believe they couldn't have made manually assigning attributes work.
<eric> and in fact the lack of that really hurts customization more than they probably realized.
<eric> it's not just about "I can make numbars go up!!1"
<eric> it's also about things like, say.
<eric> I'm playing a Wizard. you could set up attributes like this:
<eric> 1) strength determines equipment I can wear and how fast I can move (heavier armor = slower movement)
<eric> 2) dexterity determines how quickly I can cast spells and how often I dodge
<eric> 3) vitality can be things like elemental resistances and max health, plus maybe some natural armor
<eric> 4) energy can be mana, mana regeneration, spell damage, etc.
<eric> Blizzard said that in Diablo II those were "broken" because everyone just got the minimums they needed for the best gear and pumped vitality.
<eric> so their solution was to just turn it all into equipment and get rid of the "middleman"
<eric> but that "middleman" could have had way more influence in gameplay if they had actually used their heads.
<eric> but my guess is, that was too complicated for the casual mass audiences who play MMOs.
<eric> so they decided to just go with cooldowns and constant button-mashing rhythm instead.
<eric> and leave the complexity not to planning etc. but to the item slot machine.
<eric> anyway fuck me, I'm a nerd :D