PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,153
Let me give you a history lesson:
Diablo clones arose out of roguelikes. Diablo 1 was supposed to be a turn-based game in the vein of NetHack, about exploring a large, multi-floor dungeon. By accident, the D1 designers stumbled onto click-heavy real-time gameplay, and correctly (in the financial sense) decided that this would be a winner. The rest is history.
However, as anyone who played NetHack (or more intelligently, it's isometric version, Vulture) knows, pretty much everything was lost in the translation. NetHack/Vulture are extremely deep games, where you accumulate years' worth of in-game knowledge (if you stay away from online guides), and use in-depth mechanics. With Diablo and its ilk, all of this has been replaced by mindless clicking and loot collection.
Diablo clones arose out of roguelikes. Diablo 1 was supposed to be a turn-based game in the vein of NetHack, about exploring a large, multi-floor dungeon. By accident, the D1 designers stumbled onto click-heavy real-time gameplay, and correctly (in the financial sense) decided that this would be a winner. The rest is history.
However, as anyone who played NetHack (or more intelligently, it's isometric version, Vulture) knows, pretty much everything was lost in the translation. NetHack/Vulture are extremely deep games, where you accumulate years' worth of in-game knowledge (if you stay away from online guides), and use in-depth mechanics. With Diablo and its ilk, all of this has been replaced by mindless clicking and loot collection.