Diablo III‘s early focus on the auction house and repetition put me off. Diablo IV may not be a “forever game” for me. That probably puts me in the more story-driven audience, focused on the lore and the world. I loved Sanctuary’s (literal and metaphorical) cold and unforgiving nature. The reveal of Inarius after ascending the long, ivory-coloured staircase was wonderful. Revisiting Tristram, hearing its spine-tingling motif and being chased by the Butcher reminded me of the best bits of early Diablo games. What I enjoyed most during the server slam were the little things. Non-boss creatures dropped health potions like rain, too, which seemed excessive. However, boss fights broadcasting when they will drop potions on their health bar seemed too convenient. It simplifies healing and inventory management for newer players. Limiting healing potions to four helps the designers balance fights. Some design decisions make mechanical sense but threaten to break immersion. This decision, at odds with recent ARPGs, appeals to the less mechanically-focused players. However, it forces mechanics-oriented players or speed runners to waste valuable time. The reputation mechanic rewards focusing on particular zones. They hid temporary events or dungeons in corners. The designers then leveraged this fixed, open world to facilitate and reward exploration. However, these interactions may not be always welcome. This decision allows incidental player interactions, whether cooperative, social or PvP, instead of just at hubs. Yet, not having the opportunity to be over- or under-powered can reduce the feeling of achievement or challenge.ĭiablo IV procedurally generates dungeons like most ARPGs, but the above-ground world is fixed. This auto-scaling means players can advance through the content at their own pace. For example, automatic enemy scaling always ensures an appropriate challenge. Many other design changes since Diablo III are both good and bad. However, resource limitations and risk prevent the designers from changing much before the June release date. Balance adjustments will continue before and after the release. The classes shown in the server slam are unlikely to be their final versions. Sorcerors were considered overpowered, barbarians underpowered, and necromancer pets were both at different times. Many have written about Diablo IV‘s uneven class balance. However, Blizzard also needs to get the basics right. Adventure mode allows players who have completed the campaign to bypass cut scenes and the main quest line for new characters. Diablo IV promises a huge paragon progression path after level 100 and seasons. Unfortunately, the server slam’s level 20 cap makes judging late-game content, important to hardcore players, harder. The server slam demonstrated the appeal to the former. Thankfully, Blizzard is trying to create a game that appeals to both story-driven casual and optimisation-driven hardcore audiences. MAU (Monthly Active User) or DAU (Daily Active User) targets require people to keep playing (and paying). Those focused on the story will play through the campaign and then move on, perhaps revisiting occasionally. However, Diablo IV‘s longevity and long-term player counts depend on appealing to the hardcore crowd. The buzz created by a large existing player base, previous goodwill, social media-friendly cut scenes and copious beta programs will likely ensure significant initial sales. The success of Diablo IV will likely depend on how you measure it. Saving someone you care about means more. Memorable and relatable characters are back. Those wanting immersion in atmospheric and sometimes squeamish gothic horror will not be disappointed. It promises a long campaign with biblical, mysterious, dangerous antagonists and prophetic dread. It delivers Blizzard-standard fantastic cut scenes. The story, characters, and world-building take a back seat to optimising character progression and end-game power, like in Diablo III and Path of Exile.ĭiablo IV aims to put the “role playing game” back into “action role playing game”. After my Path of Exile foray, I wanted to see Blizzard’s forthcoming offering and how it compared.Īction Role Playing Games (ARPGs), a genre that the first Diablo practically founded, has come to be dominated by live service, “forever games” aimed at hardcore players. The recent free “server slam” weekend was an excellent chance to experience a late beta version of the upcoming Diablo IV. Lilith holding Diablo’s skull next to the Diablo IV logo
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