plans for the endgame

So, I don't think it's been asked once so I'll ask.

What is the current model that you guys are aiming for as far as end game go?
I think in one of the interviews Chris says that they tried to Diablo 3 model (Inferno equivalent of our difficulty level), and discovered it didnt worked out as end game.

So they went with the flat level design where they can re-use all the game resources as content (Maelstrom of Chaos).

They are pretty cluesless about end game.

Neither Diablo 3 Inferno's, nor Maelstrom of Chaos design will cut it as end game. Blind faith is bad design.



2 things that would work out though...
1. Gravity's War of Emperium from Ragnarok, with the intended addaptations the korean developer notes had originally for Mythos, but failed to implement.

2. Soldak's Depths of Peril/Dins Curse, breathing, evolving world, with real and hard consequences in a random, seamless, living world, except it failed to provide any sense of chronology or persistant character stored in secured servers.

Both designs would kill any competition in the genre for ten years.


For people who have no idea what Im talking about... well... In 1, Im talking about groups of characters fighting over and owning territories for daily resources and temporary private dungeons. Trying to best each others in unstructured chaotic imbalanced mass zerg pvp (thats paramount, or its either this or dont even bother) activity as the driving motivation of end game.

While at the same time (for 2) removing the end game from an industrial factory stale model of repeating random content ad infin... ad boredom.

Turning end game into a "whats new today" ongoing, ever changing, world affecting events. Like Guild Wars 2, Fallen Earth and Rift are trying to make, but nowhere close as what Depths of Peril/Din's Curse offers.

Basically, instead thin air sand castle instanced areas that are created and vanish like pocket universes every 10 minutes that are ultimatelly meaningless, pointless, just as a fresh mob farm, into LIVING BREATHING WORLDS.

You cannot have any meaningfull end game without player-world interaction. In the end of the day, this game will have no end game, just like this game will have no meaningfull economy and no meaningfull difficulty and pointless PVP and such. It has too many core limitations to actually become something special.

Its just a game where you kill shit over and over. What you do in hour 1, is the same thing you will be doing in hour 1000. So, thats your end game.







"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
The current Maelstrom of Chaos has been an extended experiment by GGG to provide a difficult balanced and enjoyable end game that cannot be exploited. Overall it's worked quite well which is why it's been around as long as it has. It does have issues, though, so there are changes in the works. GGG also has other completely different concepts that they might want to try out.


"
Interesting wrote:
Its just a game where you kill shit over and over. What you do in hour 1, is the same thing you will be doing in hour 1000. So, thats your end game.

Welcome to the arpg genre . . .
Forum Sheriff
Interesting is right unfortunaltly.

what im really waiting for in PoE is the PvP, but will that be enough to keep me around? (talking launch days here) i dont know. I dont know how its gonna play out yet so i can't say but i must agree, without persistent world, at the end of the day, i think the game will get stale.
@interesting:

You accurately described the ARPG genre.


Also, your requests for a "real evolving world" and the like are all misplaced, this a free to play game developed by a small team.



"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Last edited by Wittgenstein#0994 on Jan 18, 2012, 6:09:03 PM
PvP is my endgame :)
Disregard witches, aquire currency.
while the team is relatively small, the game world is also rather small.

"
Wittgenstein wrote:
@interesting:

You accurately described the ARPG genre.


Also, your requests for a "real evolving world" and the like are all misplaced, this a free to play game developed by a small team.





Search Depths of Peril/Dins Curse.
Look what 1 man did for the entire ARPG genre.
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
Would be nice with "Heoric Dungeons, for 5 players.

And 6: class i healer =) that open new kind ways =)
Poe veteran! Have been here sense November 2010.
no, this isn't a mmorpg...

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