D3 Dev's Lessons Learned - How Relevant to PoE?

A picture is worth a thousand words they say, so I'll bring up oldie but goodie


We won't ever have a AAA game with c&c as deep as ps:t again. Nor will we ever have its mounds of dialogue.

Do you know why?

Because casual gamers want fully voiced games. And voicing games costs money. So because of that we will be fed garbage. And you ask why casual is bad. Casual is not bad when applied to casual games. Casual is terrible when applied to any complex games or genres. Remove complexity from arpg and you have an arcade with loot.
At least we have Divinity: Original Sin.
"
grepman wrote:
Casual is not bad when applied to casual games. Casual is terrible when applied to any complex games or genres. Remove complexity from arpg and you have an arcade with loot.


Would you agree then with that PoE would be better if you made it far more complex than its current state? Currently, you don't even need to have 120 IQ or more than a high school education to do well in PoE.
This message was delivered by GGG defence force.
Last edited by mazul#2568 on Mar 10, 2015, 1:32:47 AM
"
Extreme_Boyheat wrote:
At least we have Divinity: Original Sin.

which is a great game, but its origin is KickStarter. so its not really a AAA title

same with Shadowrun:Dragonfall. that one has a lot of great text, and decent c&c (or at least an illusion of it)
"
mazul wrote:
"
grepman wrote:
Casual is not bad when applied to casual games. Casual is terrible when applied to any complex games or genres. Remove complexity from arpg and you have an arcade with loot.


Would you agree then with that PoE would be better if you made it far more complex than its current state? Currently, you don't even need to have 120 IQ or more than a high school education to do well in PoE.
complex doesn't mean 'hard'.

a game like, say, Braid, isnt hard, but its complex because you have to think a bit outside the box.
a game like poe isnt hard, it simply has a lot of mechanics that need to be learned. learning doesnt require much iq.

to answer your question (and I know what this question really meant to do, but let's pretend like I didn't notice), it depends on level of complexity. there is no point of adding complexity for the sake of complexity. a game whose design and gameplay is meant to be super simple, should stay super simple.
however, removing complexity to appease a wider consumer base is a problem. big. fucking. problem. bro.

d2 was a fairly complex game to start with, d3 dumbed it down big time. dumbing down to double dollars might work for jay-z, but it doesnt work for me. sorry.
"
DirkAustin wrote:
"
Nubatron wrote:
"
Shagsbeard wrote:
"With help from Blizzard North".

Nonsense. Blizzard North quit working on D3 because the company wanted a business model, not a game. What we have today is NOTHING like the D3 that was being made by Blizzard North. And "Ten years of development" includes about 4 where they built a game and had to scrap it because the team walked out rather than bow to the demands of the company.


"History is written by the victors." - Winston Churchill


There are no winners in a war.


Holy macaroni !

That's the single most naive sentence I have ever heard !

I don't mean it in a bad way. Quite the opposite. But wow.
"
grepman wrote:
"
Extreme_Boyheat wrote:
At least we have Divinity: Original Sin.

which is a great game, but its origin is KickStarter. so its not really a AAA title

same with Shadowrun:Dragonfall. that one has a lot of great text, and decent c&c (or at least an illusion of it)


What even makes a title AAA nowadays? It is defined by the budget and marketing with quality only being an expectation. Sure skyrim had a 80 million dollar budget, but the new pillars of eternity and tides of numenera have 4 million in funding even if its kickstarted. Shadowrun also had 1-2million. You could say for a 2d RPG at least the quality is good enough for it to be compared with an AAA title.
What i got from that interview is just a confirmation of the feeling i had since the very beginning.

They had no fucking clue what they were doing.
"
GrieverZ wrote:
What i got from that interview is just a confirmation of the feeling i had since the very beginning.

They had no fucking clue what they were doing.


Yes they did. They 100% did.

Ok, stat points, lets make it 5 per level? NO, our studies shows that its too much work and creates complicated issues for gamers. More importantly, if we simplify it, sales will probably go up 1.34%, as the more casual gamer is not concerned with allocating Stat points.

Ok, Skills points, lets make a nice skill tree for player to progress through. NO, our studies shows that its too much work and creates complicated issues for gamers. More importantly, if we simplify it, sales will probably go up 0.57%, as the more casual gamer is not concerned with allocating points to a skill tree.

It was all a conscious decision to maximize $$ gained from sales. Brand be damned.

Mind you, this still created a game that a lot of players can (and do) enjoy, but it is a totally other demography of gamers it is geared towards then the ones that played and loved the style of Diablo 1&2 games.

That someone finally stood up and said: "we are killing this brand, we need to fix it" is just a petty attempt of (also) trying to get even more sales from those players who are now tricked to believe the game now caters those "old school" gamers.

It should NEVER have been branded as a followup to the original Diablo 1&2 series. It should have been called: Diablo - Holding your hand. , which would have been perfectly fine as a game for a lot of players, but at least it would not have tricked me...

Don't Touch my Sweep please GGG!
"
mrpetrov wrote:
I am reposting from diablofans.com: http://www.diablofans.com/news/48355-d3s-panel-at-gdc-2015-ptr-buff-may-return-blizzcon. How relevant are some of these observations, if any, for PoE?

"
Journey from Diablo 3 Vanilla to Reaper of Souls and the Ultimate Evil Edition (for consoles)

Josh isn't the only responsible for the changes - the entire D3 team (and even other teams) were equally important
Contrary to popular belief, they do have Deadlines ("expected dates" for releases) - supposed to launch in November 2013 - they went to Mike Morhaime and asked for more time to "get it right"
Team came together to define the 3 fundamental pillars of any Diablo game:
(1) Focus on the Fantasy - playing epic, bigger than life heroes, fighting the forces of Hell, with the promise of Epic Loot.
(2) Endgame for Everyone - no matter how many hours you play, there's something for you to do and get > this is where Adventure mode came from.
(3) Make online matter with the Cooperative and Social experience

Huge expectation - 10 years of work, with people from Blizzard North
Extreme hype for the game, even internally
Events everywhere to celebrate the release
Huge sales - the team predicted 6.66 million units sold in the first year, they got it in the first couple days
Server meltdown at launch really hurt the game
Reaper of Souls had a near flawless launch
Launch was the lowest point of the game for the developers - letting the playerbase down.
Other reasons for people being upset ("road to Hell is paved with good intentions") - the team was passionate but made some mistakes
(1) Original Launch Philosophy - stuck with D2's structure and mentality
Long item reward tail aspirations (based on 10 years of D2) .... resulted in very stingy drops!
Players like it difficult? No, they like efficiency!
Rarity vs Power correlation was unclear
(2) Misunderstood Player Psychology
Why we Play - Fantasy vs Efficiency
Where we Play - Shop, not Play
How we Play - Flip Farming
(3) Wrong Kind of Beta Test
Too Short
No End Game testing
More of a Demo than a Beta
The console "translation" (not port) was a pivotal point at finding out potentially good changes for D3V/RoS.
Auction House - was a grand experiment, with good intentions to make safe trading a reality.

Biggest Lessons learned from D3:
Making games is a hard endeavour!
The importance of Pillars - when things are ugly, know and rely on your "pillars"
Know your Fears - game designers make assumptions (and bad decisions sometimes) based on their fears >> "this is not Diablo" ... "afraid of being too generous" (in item drops)
Randomness is not necessarily Replayability - devs want people to come back, and randomness can push them away
Remember the Fantasy
The Teams define the Game's Success - during D3V launch, it felt like a funeral due to player feedback; and he thinks they turned that around




This is a completely false account of what really happened. Anyone that played D3 knows the reasons behind the "stingy" drops and the high difficulty.

It was called the AH

Blizzard tried to force the playerbase to buy items from the AH with real money. It is absolutely obvious and makes this joke of a post ridiculous.
Blizzard can pretend to be honest all day. They have abandoned this path long ago:P
Anybody can become angry - that is easy, but to be angry with the right person and to the right degree and at the right time and for the right purpose, and in the right way - that is not within everybody's power and is not easy.

Aristotle

Report Forum Post

Report Account:

Report Type

Additional Info