Diablo mechaninc in PoE wasting time and code

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coffecat wrote:
Okay then give some idea for end game content that will keep us NOT boored for years.

Two heads think better than one. GGG are ~11 heads but 100+ will thnk for better ideas, right? go ahead


Bottom line here is that the concept of 'end game' has come about because of the inherent difficulty in content creation and the monetary success of the iterative approach.

The canonical infinite end game therefore consists of a finite goal you do multiple times until new content arrives.

This fact doesn't seem like it can be changed at all, and at best, can be tweaked between 'static encounter' to 'dynamic/random encounter'.

Difficulties are a form of dynamic, and MOC is an example of random. There are inherent issues with dynamic that are solved with random... but the inherent issue with random is that it has a hard time being themed.

The only way to kill this off is to simply throw out a game that is its own complete story, every time, with no expansions. This is kinda the way that GTA went, and many other games... They have a beginning, middle, and end... then you are done.

Lately, game developers have found success in giving extra 'achievements' that go above and beyond what is required to complete the game. I don't like achievements, but they are there because many people find that they add value to the game by literally introducing mini-games within the game.

However, the problem with that model (the beginning middle end model) is that it's not conducive to long term online play, game development, or consistent revenue streams from a single intellectual product... of note here is that the point of single IP is so you aren't expected to develop a new engine or better graphics, as media assets are extremely expensive. Ultimately people probably don't want to play through once and call it quits.

Therefore, the conclusion is that the industry has evolved to try to make repetition as fun as it can be, because it seems that's the only avenue without a dynamic content generation system... which doesn't really exist yet... or ever... since no story can be developed as fast as a player can play through it :P
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zeto wrote:
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coffecat wrote:
Okay then give some idea for end game content that will keep us NOT boored for years.

Two heads think better than one. GGG are ~11 heads but 100+ will thnk for better ideas, right? go ahead


Bottom line here is that the concept of 'end game' has come about because of the inherent difficulty in content creation and the monetary success of the iterative approach.

The canonical infinite end game therefore consists of a finite goal you do multiple times until new content arrives.

This fact doesn't seem like it can be changed at all, and at best, can be tweaked between 'static encounter' to 'dynamic/random encounter'.

Difficulties are a form of dynamic, and MOC is an example of random. There are inherent issues with dynamic that are solved with random... but the inherent issue with random is that it has a hard time being themed.

The only way to kill this off is to simply throw out a game that is its own complete story, every time, with no expansions. This is kinda the way that GTA went, and many other games... They have a beginning, middle, and end... then you are done.

Lately, game developers have found success in giving extra 'achievements' that go above and beyond what is required to complete the game. I don't like achievements, but they are there because many people find that they add value to the game by literally introducing mini-games within the game.

However, the problem with that model (the beginning middle end model) is that it's not conducive to long term online play, game development, or consistent revenue streams from a single intellectual product... of note here is that the point of single IP is so you aren't expected to develop a new engine or better graphics, as media assets are extremely expensive. Ultimately people probably don't want to play through once and call it quits.

Therefore, the conclusion is that the industry has evolved to try to make repetition as fun as it can be, because it seems that's the only avenue without a dynamic content generation system... which doesn't really exist yet... or ever... since no story can be developed as fast as a player can play through it :P


A blazing counter to what I've proposed elsewhere.
Warhammer 40k Inquisitor: where shotgunning is not only not nerfed, it is deeply encouraged.

Dogma > Souls, but they're masterworks all. You can't go wrong.

I was right about PoE2 needing to be a separate, new game. It was really obvious.
Don't get me wrong... more and more content is clearly THE way to go... but there often has to be something to hold players over, who want to play all day, every day.
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Removing difficulty recycling would mean GGG would have to make like 14 more acts.

For the people who actually like the games that use diff recycling, there is no need for additional content.

If you find yourself craving more content, then maybe something like skyrim is better suited for your needs, not Arpgs.
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
I for one like the Normal->Nightmare->Hell->Inferno model.
And who says they won't go back and add new quests, maybe some specifically for a given difficulty, revealing new nuanced parts of the story and offering rare opportunities for skill gems and whatnot?

And who says there won't be different unique monsters? Or remodeled bosses? With our encouragement anything is possible.
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Tagek wrote:
Removing difficulty recycling would mean GGG would have to make like 14 more acts.

For the people who actually like the games that use diff recycling, there is no need for additional content.

If you find yourself craving more content, then maybe something like skyrim is better suited for your needs, not Arpgs.


Come play this song in myyyyy thread. :)
Warhammer 40k Inquisitor: where shotgunning is not only not nerfed, it is deeply encouraged.

Dogma > Souls, but they're masterworks all. You can't go wrong.

I was right about PoE2 needing to be a separate, new game. It was really obvious.

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