The Cardinal Sin of Game Design: Prioritizing Punishing the Player over FUN

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Akedomo#3573 wrote:


So. My post. Telling you 'You aren't the authority on what's fun'. "Everyone is different", and you proceed to tell me how most people think the same way as you? and how my viewpoint is just 'niche'? And you justify this using what.. Confirmation bias from a forum of a vocal minority of the game?

Incredible. Thanks for the comment.


Don't put words in my mouth. I said most people enjoy good games, most people dislike bad games.
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Akedomo#3573 wrote:


So. My post. Telling you 'You aren't the authority on what's fun'. "Everyone is different", and you proceed to tell me how most people think the same way as you? and how my viewpoint is just 'niche'? And you justify this using what.. Confirmation bias from a forum of a vocal minority of the game?

Incredible. Thanks for the comment.


Don't put words in my mouth. I said most people enjoy good games, most people dislike bad games.


And what is a good game and what is a bad game?


Entirely subjective. Right?
Pretty much
Mash the clean
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This is why POE 2 is in trouble right now.

When you as a designer start to try to make sure every bit of difficulty shines, when you try to make sure all your planned difficulty curves matter, when you try to be the next dark souls, but your game is rooted in scaling power spikes...

You end up losing sight of what makes games successful at a fundamental level. You get so far lost in the woods you forget to view things from a player perspective and start to only see things from your own as a designer that lives and breathes your own game.

AT the VERY HEART of the ARPG is smashing open a skeletons skull, and pilfering that glowy red new epic item that has that cool new mod on it you've never seen before.

Nothing feels fresh and new in this game any more, nothing feels "FUN".

Because the moment you get something, the moment you unlock some new talent, or get some new minion, or whatever, you know in your mind that someone has ensured that new thing isn't powerful, someone has ensured that the new thing won't throw off the all important balance of what must be the next great souls like.

JUST SCALE UP THE DIFFICULTY OF THE END GAME FFS, ALL THIS BALANCE ALL THIS HAMSTRINGING, ALL THIS PUNISHMENT AND FOR WHAT?

To create a totally linear progression experience! No ebb and flow, NO STORY OF POWER!

Movies follow the heroes journey, the protagonists rises and falls in power, there are high points and low points.

Video games follow a similar story arc, of wild new drops, of crazy fun new zany mods.

Make unique items powerful and no drop. Allow the player to experience the thrill of finding items again FFS.

What on earth are you guys doing? This is fast turning into some kind of post modern art project with endless tinkerings and systems that don't amount to anything. Just this giant mass of logic that's huge and expansive... but puddle deep.

Nothing is special in this game any more, nothing is cool, nothing is thrilling.

Congrats GGG, you balanced your game.




I disagree.
Games fun. Not as hard as a LOT of Arpgs. (Nioh2/Souls series/Ninja Gaiden,Khazan etc.) build actually matters - not just endgame, but actually through progression.

I dont take just attribute nodes to whatever, or ignore Armor for fashion, or save resources because I dont need to upgrade or keep my gear upgraded.

Every form and step of progression makes a difference now.

Yeah, id say things are under-tuned in the player department, in certain places and such. But the mobs? im glad I actually am starting to care about their attack patterns.

And this is coming from a Monster hunter 1 (& freedom) veteran. A game all about remembering monsters, and their move sets.

Id like to imagine - they want us to care about these monsters too, since they all have their own skills, you can tame beasts and capture spirits...
I consider having to know your enemy a good detail in a game, and better for story - but to each their own i guess.

Anyway, Games fun. Certainly not too punishing, and I love seeing strong boxes and all these essences through campaign (from normal act 1 all the way through). Game didnt do this before, at least certainly not as well.

Ive had fun gambling on them too. Having reasons to engage with parts of the game I never would have so early before is nice. Adds a real sense of discovery. also fantastic for introducing new players to these mechanics.

We may differ on whether the game is fun or not, and thats okay.
As for bulk of people b!tching, the loudest are rarely the majority. Recent history has been proving that A LOT.

And god, there is soo much B!tching. Like this wasn't expected or something. Crazy.
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Akedomo#3573 wrote:
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Akedomo#3573 wrote:


So. My post. Telling you 'You aren't the authority on what's fun'. "Everyone is different", and you proceed to tell me how most people think the same way as you? and how my viewpoint is just 'niche'? And you justify this using what.. Confirmation bias from a forum of a vocal minority of the game?

Incredible. Thanks for the comment.


Don't put words in my mouth. I said most people enjoy good games, most people dislike bad games.


And what is a good game and what is a bad game?


Entirely subjective. Right?

No, there are objectively bad games. And there are objectively good games.

What movies are good? Movies people enjoy.
Quick summation of bad game design in POE vs Diablo.

Diablo had gold and it had vendors, but they weren't that fun to most. Most people enjoy pinata item drops and getting their loot from their kills.

So in diablo if you ever needed gold, you could sell a few wands, which were TERRIBLY balanced and sold for WAY too much gold.

But that "bad" design didn't ruin the fun of the game, because the power of loot shops were relatively small. Which works because spending money in a shop isn't fun. Fun is killing enemies and finding fat loots.

GGG is coming from a different angle, they're thinking, how do we make all our systems relevant? How do we balance the game so that if the player perfectly utilizes shops, and perfectly itemizes, they can barely push forward?

And that's just not fun for most players, because it's not human nature to want to lord over spreadsheets.

Most people don't play ARGPs to deal with spreadsheets. And tuning your game to force players to do so is really bad design.

Bad design to stifle uniques, bad design to gimp abilities and try to stiff arm a specific difficulty curve.

The ETIRE POINT of ARPG's is to find broken items from slain monsters.

I actually applaud them for trying to find an exacting diffuculty so they can give the progression meaning, but forcing it into act 1 is dumb beyond measure. End of act 2 spiking a bit would be great, they pile it on at tier 10+ maps. Let players enjoy the game, and give that meaningful grind at the high end.

This was basic game design knowledge, end game is harder and early game was easy so you could slog through it enjoying a different power level mowing things down. Somehow GGG forgot that.
Last edited by crazyfingers619#3901 on Apr 7, 2025, 8:46:54 AM
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Quick summation of bad game design in POE vs Diablo.

Diablo had gold and it had vendors, but they weren't that fun to most. Most people enjoy pinata item drops and getting their loot from their kills.

So in diablo if you ever needed gold, you could sell a few wands, which were TERRIBLY balanced and sold for WAY too much gold.

But that "bad" design didn't ruin the fun of the game, because the power of loot shops were relatively small. Which works because spending money in a shop isn't fun. Fun is killing enemies and finding fat loots.

GGG is coming from a different angle, they're thinking, how do we make all our systems relevant? How do we balance the game so that if the player perfectly utilizes shops, and perfectly itemizes, they can barely push forward?

And that's just not fun for most players, because it's not human nature to want to lord over spreadsheets.

Most people don't play ARGPs to deal with spreadsheets. And tuning your game to force players to do so is really bad design.

Bad design to stifle uniques, bad design to gimp abilities and try to stiff arm a specific difficulty curve.

The ETIRE POINT of ARPG's is to find broken items from slain monsters.



what? what the hell are you on? thats exactly what I HATED about Diablo. Functions that are pretty much pointless and cosmetic? empty and un-implemented mechanics? Disgusting.

I dont know HOW long you have been gaming - but i genuinely cant believe this is a take. is this bait?

The worst feeling in a game like this, is trying to make something you think is cool, only to find it to be a empty mechanic, void of depth, detail, or any path. just like you like. If you think those practices exist only in stuff like gold? Diablo 4 is a testament to the opposite. Hell, there are things currently in POE2 that are Still empty or lacking - but its early access (not that it carries that much weight)


Worse still, POE1 exists in this state you prefer. why not go enjoy that game, the one thats made (or been left like that) for enjoyers like you?

But me? I cant stand incomplete mechanics. If your going to make something, dont half ass it, like Diablo did. The fact people found joy in it is wonderful, but it should NOT be a standard.

+1

My sadness when i reached act3 with monk? i could finally have more phys skill. Just to understand they either do no damage or are pratically unusable.
Thats where i quited.

I tried this patch with the huntress, didnt had much issue with her leveling but i quited mid act 1 this time. because my caracter kept getting weakier while me pressing more and more button. ...
It is unclear why they slow down and complicate the game when the season lasts only 3-4 months. And then a new season. Why such complexity? So that no one can pass?
From Russia with Love
Most of these complaints are arguments from genre baggage. Always "but ARPG's are supposed to do this but PoE2 does something different". You figured out that PoE2 is not a clone of other current or previous games and that is frustrating. The solution? Accept that this game is doing a different spin in the genre. You're not going to convince anybody in the dev team to fundamentally change that. If you have real balance feedback, you could have been specific or posted your current build to get advice in how to improve it.
Impatience is insatiable.

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