Sankarihauta
Prospernaut
- Joined
- Jan 22, 2012
- Messages
- 322
Thanks to this thread I just had the beginning of a genius/impossibly retarded idea. Ok it's really retarded I guess.
If the ideal goal for Diablo3 is to eliminate the power of the Internet/wikis in allowing people to merely look up and max out all their shit, then the solution is to create slight random variation in the stats of basic spells, passive attributes, items, timings. Boss attacks should have slightly larger surprises in their damage/protection offsets. It has to be made blatantly obvious via the UI what the deviations on everything are, and these deviations have to remain fixed throughout a game started by a specific person.
In Diablo2-style game this shit wouldn't fly, but in Diablo3, you have no fixed tree of skills, so that would actually play along with that design decision and PUT IT TO USE.
Now that this amazing genius is out there, I await until someone implements it in an online ARPG.
This can also be implemented into first person shooters. suppose that enjoying the game = its story not being driven by twitch-action. i'd argue that going a step further we can make every thing uncertain in an fps but also still fun. imagine an experience where no matter how good you are or the momentum you've gained everything remains balanced and random. i've tested this idea on arpgs such as diablo in my mind.
the model works better if our decisions matter all the time. this can be achieved by following ironically the lore of games like diablo and doom. they both feature hell.
HELL IS BEING ABLE TO BUY ITEMS FROM AN OFFICIALLY SANCTIONED STORE BUT STILL DYING EASILY.
HELL IS RUNNING FROM A THORN MONSTER WHILE YOUR NERVOUS SYSTEM SAYS YOU'RE ON FIRE AND THAT IF YOU DIE IT'LL MAKE YOU IT'S ROMERO. (no offense john)