I’ve been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them… irritate the crap out of me over time, and I want to talk about that.

I think the paradox at the core of it all is that the gameplay loop is basically Stardew Valley in Doom clothing.

It’s not a hunting game, it’s a gathering game. Walk through this area, and harvest all the objects. Explore every part of the map, rip up all the weeds, look for hidden goodies under every fallen log.

The satisfaction you feel ripping through a wave of mobs isn’t the satisfaction from triumphantly pounding your enemy’s skull into a pile of bloody ashes and limping away, it’s the satisfaction you get from ripping off a really big crackly sheet of tree bark in one go. You could probably reskin the whole thing into an apartment-cleaning game and it would still work.

And that would be fine in and of itself, but it probably wouldn’t sell many copies - so they dress it up as Epic Monster Combat, and that’s where the problems begin - layers and layers of obfuscation to hide the seams.

In order not to feel tedious and grindy, there needs to be a sense of progression; your standard power-fantasy stuff, where the challenges increase, you improve to meet them, rinse and repeat. In practice this equates to a varying number of clicks-per-mob. You start out needing three clicks to defeat a mob, over time you get better gear and go down to two clicks, level up and drop to one click, and woah I’m so powerful. But oh no! A new area with bigger scarier mobs! They take three clicks, even with my new powers!

But of course you’d see through that straight away, so they put numbers on everything. You see bigger and bigger damage numbers as you level up, so it keeps feeling more impressive. For a while, at least.

But that only lasts so long before you start to feel played for a chump, so slap on more and more layers to hide the lines, and make little mini-metagames around navigating them. Trouble is, those minigames really aren’t very fun.

Scattering a dozen different stats and resistances across half a dozen gear slots is just a box-packing game. You want to get the best possible numbers for each attribute, but they’re clustered randomly across all the different items, so you need to evaluate a butt-ton of different combinations in order to get the best coverage. I’m guessing that’s going to have some kind of shitty NP-hard algorithmic complexity, so you’re basically doing the travelling salesman problem in your head. Wheee. (ok but seriously this has to map to a named problem that someone’s analyzed already… any ideas?)

And hey look, there’s the insanely complicated perk tree of PoE, or the similarly confusing devotions from Grim Dawn. Again it looks like they’re confusing complexity with richness, and making optimization too confusing to do without third-party tools or even less fun, following a published build. (for god’s sake, if we’re going down that route, let us plug the final build in at the start, then auto-level towards it)

Item sets! Because there’s nothing like grinding for weeks until your corneas dry out, filling up endless stash tabs with partial sets that you’ll level out of before you ever complete; it’s so much fun. Crafting recipes, same deal, and even worse, meta builds that rely on unique items that are impossible to reliably SSF, so you spend your whole game grinding for trade.

And on and on, there’s so many symptomatic patches to delay the eventual ennui, but no fixes to the fundamental design issue that causes it. You can’t just take them away and replace them with nothing, or you’d be bored in minutes. But building up to completely jaded after a couple of weeks once you start playing the engine rather than the game is also pretty crappy.

How do you make the fighting feel like fighting instead of watering cauliflowers, or else how do you make crop-harvesting feel badass? How do you create a sense of progression beyond mere stat inflation? How do you do a rich slew of possibilities without creating spaghetti hell that ends up only having six basic metas at the end of it? How for the love of god do you make combat feel intense without blanketing the entire screen in particle effects? Could someone design a system where every build can be effective if you adapt your playstyle to suit?

I dunno, It just feels like the genre is still only half-invented, and waiting around for someone to do it properly.

Thoughts?

  • @[email protected]
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    111 minutes ago

    The allure to me is the economy. If it doesn’t have free trading, especially difficult trading (requiring an out-of-game web site like D2JSP), it’s not exciting for me to just get items that only affect me. Diablo II and D2R are the only ARPGs that feel super exciting for me to find something rare, because there’s actually a sense of value to the items.

  • hissing meerkat
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    64 hours ago

    Guild Wars (not GW2) didn’t have that problem. All of the skills are just available somewhere if you go get them. The only meaningful build choices are which skills you use, a small number of attributes, and how much of the stats from your gear you are willing to sacrifice to obtain other effects.

    You get to level 20 (the cap) fairly quickly in each campaign and still have all the rest of the game to play with expanding options instead of increasing numbers.

    You can’t just pick a single build and do everything with it, you need to adapt what you’re doing to the missions you encounter, so you’re more than encouraged to play with the other skills.

    • @hibsen
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      33 hours ago

      That game was the most fun I’ve ever had playing a video game. Lots of other great games have happened, but the low barrier to entry (buy-to-play instead of subscription) and the reward for slotting a useful 8 skills that worked well with each other and well with the other 7 or so people in your group cannot be beat.

  • @[email protected]
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    287 hours ago

    Maybe you’d be happier playing Diablo’s parents, a proper rogue-like?

    Perma-death provides quite the incentive and intensity you seem to want.

    It also doesn’t lend itself quite so much to “builds” since you’re relying mostly on whatever you find, which is randomized, so you can’t “solve the game”.

    • @TheBananaKingOP
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      76 hours ago

      Ah, perhaps a slight miscommunication.

      though I do enjoy traditional roguelikes, I’m not looking at the stakes or the intensity, but rather the kind of itch that’s being scratched in diabolikes, and it feels a lot more completionist/procedural in nature than it does adversarial.

      Both are good, but dressing one up as the other can lead to an underlying sense of disappointment.

      • @[email protected]
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        157 minutes ago

        Action Roguelikes solve the grinding problem of ARPGs because you can’t grind. So instead of farming for the set piece you need, or to optimally fill your stat boxes, you’re trying to just use the things you find the best you can. There’s no “I completed my ultimate build and enemies are trivial” because at the start of the next run you won’t have your Uber build and will need to find a new one from the pieces you collect.

        Hades is a well known success. I’ve recently started playing Hand of Fate 2 again, and it has a unique system that I really like.

      • Thassodar
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        13 hours ago

        NGL I started Ravenswatch a few days ago and it’s scratching my Diablo and roguelike itch at the same time. Only 6 hours in and I’m hooked, I just want to find a consistent group to play with. The characters are balanced enough that you can play solo as well.

  • @sinceasdf
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    65 hours ago

    If you enjoy base-building at all as well try Rift Breaker. It’s basically Diablo with tower defense, great game.

  • @v0rld
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    75 hours ago

    Personally I enjoy the complicated character building of Grim Dawn way more than the item hunting. This also means I will play a host of characters and eventually complete item sets and have the resources for crafting after half-completed character number 86. For me the grinding is mostly a test on the efficiency of my build.

    Maybe look into Warhammer: Chaosbane. It has a point system that superficialy looks similar to Grim Dawns devotions or Path of Exile, but in reality it’s super simple. And while you do collect items, they don’t matter as much as in other ARPGs. The flip side is that it’s kinda hard to fail because the game is so simple.

    • @[email protected]
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      22 hours ago

      I’ve just reinstalled Grim Dawn, having last played it some years ago, and am currently working my way through Act 2. I don’t frequently play ARPG’s, but I’ll try a new one when I get it in a bundle or somesuch. Mostly, they don’t hold my interest. Grim Dawn, vanilla and unmodded (I assume there’s some kind of modding scene; haven’t looked yet) still manages to scratch that itch for me. At some point I’ll pick up the DLC. Right now I just want to find something good enough to replace this crazy caster 2h sword I’m using, so that I can bring Albrecht’s Aether Ray back into the rotation!

  • @PapstJL4U
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    65 hours ago

    Maybe look out for single player games?

    Diablo-likes are not good, when the design team thinks about retention and game time instead of accessibilty.

    Stuff like Van Hellsing, Victor Vran and other AA release are not about the grind.

    Insteaf of 120 hours of PoE you can have 30-40hrs of 3 to 4 different diablo-likes a d I will tell you the difference is greater then within PoE.

  • @[email protected]
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    137 hours ago

    The feeling of defeating a powerful enemy pales in comparison to the feeling of opening a log and a unique item falls out of it.

    • @[email protected]
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      43 hours ago

      I still remember the thrill when I was a teenager when I clicked a random corpse in Diablo 1’s hell and the unique staff Mindcry popped out.

  • @[email protected]
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    25 hours ago

    Have you tried Last Epoch? You don’t need wiki or 3rd party tools at all at least. It’s been great to try different synergies between the relatively simple skill trees and class masteries.

  • @Khanzarate
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    25 hours ago

    Depending on the specific game itself, we can boil down the multiple-stat problem in a few ways. If the goal is to get all the stats as high as possible evenly, then we can assign each stat a multiplier based on how low it is. Fixing lower stats becomes worth more than buffing higher stats. That multiplier would depend on the game, on how much it punishes the low stat. The multiplier itself might end up being a whole new problem to solve, but for now I’ll just say its not my problem and call it X.

    Whatever X is though, every stat can then be reduced to a single value using it. Super-low fortitude should be buffed over already-high mana according to X, so all of the numerical values in the game become directly comparable at any stage in this problem. Then I expect it will be equivalent to the knapsack problem. Each item in the game will boost several stats in certain ways, and all of those boosts can be combined using X to become our item value in the knapsack problem.

    So I consider it to be the knapsack problem + figuring out X (which might be NP-complete on its own, depending on the game).

  • @Chee_Koala
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    26 hours ago

    Maybe combine the loot fest with some hades difficult combat? I have similar feelings as yours, the genre is really cool but in the end, it’s all just this hidden grindfest? At least with (real) brutal combat, you still need to “make it happen”, big numbers is just the req.

    • @TheBananaKingOP
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      26 hours ago

      I dunno if it even needs to be difficult; even a bit tactical would change the nature of the thing. As it is the mobs in these things tend to be mindless converging waves; what if they set up set pieces, ran for help, dived for cover, used supporting fire etc etc?

      Also perhaps overambitious, but what if the difference between low and high level enemies wasn’t their HP or damage, but how tricky and organised they were? What if leveling up didn’t make number get big, but instead gave you more options in a fight?

      • @[email protected]
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        3 hours ago

        What if leveling up didn’t make number get big, but instead gave you more options in a fight?

        Horizontal progression is pretty cool .

        Unfortunately, a lot of people don’t want that. They want to feel cool and competent without actually doing anything. That’s not to say like you need to “earn” your fun or whatever. But that the progress quest number go up don’t think too hard is immensely popular with a lot of people. They don’t want to be challenged.

        And that’s fine. It’s a game. It’s just not a game I want to play all the time.