Comparing/Contrasting PoE and Diablo 3
First of all I'd like to say I feel like you can't even really compare PoE and Diablo 3 in a conclusive manner because they're both wildly different takes on the same genre, and neither game is even finished. However, we can compare what we do know and theorize for fun, which is what this thread is about. I'll start by throwing out a short brainstorm of similarities and differences I've found so far watching streams of the game, and hopefully we'll be able to go from there.
Similarities- 1: Both require online play only 2: Both (presumably) can't be modded for that reason 3: Both have the influence of real money (Cash shop/aesthetic free game vs player AH/loot paid game) 4: The flasks that you refill by killing are very similar to the health orbs being dropped in Diablo 3. (Although I find the flask system much cooler and more creative, especially because they can be enchanted.) 5. Neither game has you actively choose your spells in a traditional manner, gems vs. unlocking skills and customizing them with runes. Both systems have their merits and a LOT of potential. 6. Neither game uses a traditional stat point system, but rather fall onto a series of passives to define your character's abilities. Differences- 1. PoE appears to fall back to the Diablo 1 style system where every character is technically capable of using any other character's 'intended' equipment or skills, but obviously with differing degrees of effectiveness. Warrior can cast Holy Bolt, Duelist can cast Freezing Pulse, ect. Either class can pump int and become a really, really ghetto mage. Diablo 3 appears to be taking a step beyond Diablo 2, replacing the selectable stats with class-specific stat growths, class-specific passives, and class-specific abilities. The contrast here is particularly interesting in my opinion, because even though Guild Wars implements a similarly 'non-customizable' system, the degree of variation I've seen in character builds for it goes beyond that of most games I've seen. 2. Classic drop system vs. Individual drop system? I'm not exactly sure if this is the case or not, but it appears to be. Not a lot to say here. 3. Artsyle. Again, not a lot to say here, it's a matter of taste and we haven't even seen much of Diablo 3's mid-lategame art. (Endgame being when it's supposed to get really 'dark'.) 4. PoE uses a huge quantity of minor passives that you choose as you level up and presumably can't be changed, (Often compared to the Sphere Grid from FFX) while Diablo 3 uses fewer but more powerful passives that you unlock over time and can only pick a certain number of before you leave town. (In my opinion, very similar to Guild Wars' Attribute System) Once again, both systems have a lot of potential. Overall, it looks like PoE takes after the more classical dungeon crawl style, reminiscent of Roguelike games. Diablo 3 attempts to enter a more modern, streamlined system reminiscent of MMORPGs like Guild Wars. Assuming both games do well, it should be a very interesting way to see if the 'older/newer is better' argument holds ground. Personally, I'm looking forward to both games, although it's been so many years I've waited for Diablo 3 I can't say I'm 'hyped' for it anymore. Oh, and I'm not expecting anybody to post an essay, opinions are all good, as long as they have something to back them up. I've been seeing a lot of 'X game is better' from both crowds and, frankly, it's just unbecoming. Also, if possible, try to avoid using buzzwords, it'll just keep the thread a lot cleaner. Last edited by Abel#1928 on Aug 11, 2011, 8:34:48 PM
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Personally, I'm looking forward to a game with more possible customization. Diablo 2 was too streamlined, and I like where PoE seems to be going with their skill specs.
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The "each level-up should feel significant" approach that Diablo 3 is taking makes me very interested to see it in action. Diablo 2's level-ups felt practically worthless individually, which (to me) reduced my overall enjoyment of the game.
However, the massive, branching passive skill tree in PoE really catches my attention. Although each level-up still seems fairly minor (I can't be certain as I am not in the beta), the sheer number of choices makes for a far more exciting system than the tired old "pump 5 points into Vitality." I'm looking forward to both games. Last edited by Coteaz#3923 on Aug 11, 2011, 8:40:21 PM
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I forgot to mention, all my observations are drawn from watching streams and what I have read on the forum, in chats, ect, so I could very well just be flat-out wrong about some things.
And Vord, that's a very good point. However, if I may play The Devil's Advocate, (pun unintended) people often argue that customization just offers numerous ways to cripple your character, but if you want to play a Marauder shooting fireballs, who are they to say otherwise? Although, an issue that presents is that if you're beating the game with a sub-ideal or niche build, then one might argue the game is too easy? However, with 4 difficulty levels I doubt that will be a problem. Still, while PoE offers an AMAZING level of customization, I honestly wouldn't count Diablo out just yet. As I did mention, Guild Wars also allows you to unlock every single ability of a given class on one character but only go out to fight with certain ones selected, and the build variation of that game dwarfs that of just about any other game. Edit: And yes, Coteaz, I am very interested in the huge passive tree as well. I have seen some of it in action so far, but I haven't seen the end of the actual branches which is, presumably, where you'd get the really significant abilities. Last edited by Abel#1928 on Aug 11, 2011, 8:48:41 PM
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PoE is better
Knowledge talks, wisdom listens.
- Jimi Hendrix |
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Very nicely written.
I agree that, as you basically pointed out, PoE and D3 will be the two sides of one coin, if everything will work as intended. It's really unfair to judge which of the two will be "better" because they have a completely different approach to the genre. One thing I'm sure of, it's that 2012 will be a great year for ARPG fans. |
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I love complex skill trees, and I like that PoE's UI reminds me a lot of D2 than D3 does. They posted a mockup inventory shot in twitter the other day that had me very excited.
Nice work guys! Just don't put in a cash shop... |
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Speaking as a long time player of myriad dungeon crawling games including D2, and as someone who played D3 at Blizzcon, I have to say that the Diablo franchise is definitely evolving, (you used the phrase "moving to modern day...") and people are having trouble with the fact that the game will not be 'more of the same'.
I think this is where a game like PoE stands to make its mark. There are a lot of similarities to the Diablo franchise and PoE, (right down to those instantly-recognizable sound effects :P) but where PoE aims to reach out to that nostalgic crowd, Diablo is looking to capitalize on its own fan base while spreading its influence into the territories of other genres, specifically (as you said) MMORPGs. With a system like the auction house, a hub-type system that can be utilized where any player can... technically interact with another player regardless of online status is almost synonymous with Auction Houses. Make gold while you sleep with your hard-earned loot on the AH. The differences are few, but noticeable and more to the point, the similarities between the games are pretty frequent. I think this is just proof that trending happens in any genre. Look at the FPS genre, and how similar a lot of the UIs and control schemes in the games are. When you find a system that works, trying to 'innovate' past that can easily backfire, and I believer that both Blizzard and GGG have found a happy balance, and have been able to evolve the genre while still remaining identifiable as an ARPG. In attempting to compare and contrast the two games, I find that I'm noticing more similarities than differences, but that the differences which are present make for unique game-play experiences. The "sphere grid" in PoE for example is a system that I adored in FFX, and for that reason alone I was enamored with PoE. it rekindled memories of that game, even if the mechanic isn't /exactly/ the same. Diablo 3's item allocation (a player sees loot that is only meant for him and no one else's) is such a feature that Blizzard has implemented. A system like this in an ARPG proves that the MMO genre can lend ideas elsewhere, and I think it works very well. No more having to worry about not clicking quite quickly enough, or clicking quickly but getting the item next to the one you wanted. etc. In the end, both games stand to be successful, and while Blizzard has a huge leg-up, I think GGG really only needs a bit of smart marketing to get their name out there to dungeon-crawling ARPG fanatics =] Post Script: I'm seeing people talk about the customization of GW quite a bit... one has to remember that GW allowed you nearly infinite builds, but there were only a handful that worked. Customization indeed, as another poster stated, is easily an avenue that leads to a very crippled character in late-game. Luckily the customization in the game is done mainly to equipment which can be replaced and resocketed. It is the nature of man to create monsters, It is the nature of monsters to destroy their creators. Last edited by CynicalMoogle#1463 on Aug 11, 2011, 8:55:27 PM
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" The only cash items will be merely aesthetic, such as skins or different spell graphics. Last edited by Coteaz#3923 on Aug 11, 2011, 8:55:25 PM
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One big difference between D3 and POE is that in D3 each character class can be male or female. Or will this be addressed by GGG at a later date?
Last edited by Souljacker#7652 on Aug 12, 2011, 2:00:22 AM
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