And the opposite certainly holds true as well, introducing casuals to their first ARPG experience with the traditional hardcore-oriented systems will cause Blizzard some headaches.Īnd that’s exactly what is occurring. However, when you take a historically hardcore genre and associated audience that appreciates challenging, skill-based gameplay and introduce them to an overly simplified product geared toward casuals, the developers make their job that much more difficult to satisfy players. This was a seemingly smart decision by Blizzard since Path of Exile has a concrete lock on being the most mechanically advanced ARPG on the market. This involved building the game from console-up, incorporating increasingly simplistic in-game progression systems (quick leveling, occultist crafting, renown, etc), and implementing an elementary endgame. Based on these blogs, it was evident that Blizzard’s primary goal was to appeal to as wide an audience as possible by deliberately designing the game for casual players. Many ARPG enthusiasts went as far as calling it a contender for game of the year, purely based on the pre-release developer blogs. These results weren’t entirely surprising considering the anticipation surrounding Diablo IV prior to its release.
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