Which past ARPG would have benefitted from GGGs approach?
" I think the question and it's explanation are sufficient. the monetization is key to having the funds to pay everyone to keep working on it year after year. But the financial aspects are far less interesting than the results. the approach is continual development of the same game, like is done with MMORPGS. IS that still too vague? And yes it is pointless to speculate. But I find it interesting to share my thoughts and read those of other people. I wasn't expecting so many bitter burn outs to troll this thread with their negative attitudes (not you). I'm not sure why you say they didn't have the technology? As long as games have been played and patched online they have. I think players have always been willing to reward developers montarily for new quality content. But the old paradigm of release base game, then years later release expansion, or two, that old model looks like it is being replaced by GGGs model. Instead of waiting a year or two or three for updates we get them every month. New content all the time. Do you think any of the games I mentioned or the ones you were into back in the day would have become an amazing phenomenon with this kind of developer investment? In what ways? "When you have a hammer, everything looks like a nail."
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I think some of the games mentioned (sacred 2, d2, and some others like torchlight 1&2) would have benefited from a deeper and more complex, meaningful character customization like the one PoE has, first, and then we could talk about continued development and expansion.
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D2 had a lot more reason to group up. In PoE there really isn't any to be honest unless you're gimped.
D2 also felt more immersive because you didn't need to load a new area and see a loading screen. D2 actually had dynamic weather system, better colors. God, D2 is just far superior in almost every aspect I can think of and the game is nearing 2 decades old. I'm just waiting for the next ARPG to come out and it is going to be forever. There is Umbra, Lineage 2, Lost Ark Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100
GGG's design philosophy in three words: Quantity over Quality. | |
" I agree with you. It still stands on it's own and as the inspiration, in whole or in part for POE. It's funny when you compliment D2 there's always somebody who comes out of the woodwork and says you have rose colored glasses or nostalgia is taking over. No, it's just a f***ing awesome game. Skill system could use more depth, although I liked synergies. And it's too bad they backed off the stash expansion idea, and never had a shared stash. Their fauilure in that regard led to all modern ARPGs having bigger, shared stashes. Those 6 party member groups were fun! "When you have a hammer, everything looks like a nail."
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I completely agree. Although I suppose there is something to be said for quicker, simpler games. Easier to figure out but still satisfying.
"When you have a hammer, everything looks like a nail."
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" 8ppl. Sometimes if people here talking 'bout d2 I think they never really played it. Maybe too long ago, no offense ;) "better to simply go balls deep full retard if you gonna go retard." -Boem-
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