Diablo 1 is at fault - and Diablo 2 the first kingpin. Even without progression tabs people were grinding and hoping for the High rune.
What’s kinda funny is thw fact buying progression (i.e. Items and runes) on thoses ‘illegal’ sites was more reasonable in price.
The only danger the current iteration of f2p games has, is the graphical fidelity.
In other aspects premium games are still better. We just need to teach the new generation, that there is more than f2p.
Yeah, the theory if front-loaded design is just reality of game development reality. No, D2 Ac4 wasn’t limited because of rentals - it was bad,because one year of crunch and still nit enough time does this to a product.
Halo1 last third is bad, because they did not have enough time, nit because they cared about rentals.
Game content dev generally starts at the beginning.
Video Game Jounalism missed the step to professional, independent work. Either by work ethic or by an industry playing the consumer and being outside of legislatives eye.
Like how can a honest, self-paying journalist compete in marketing and access to sources, when companies can blacklist them and at the same time allow exclusive time and content access to willful pawns? - and google and consumers support it.
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.
Isnt Icefrog one of the lead devs? I guess he likes this style of game. How many Total Wars, 4x and CoDs were released while Valve made one more Dota-like. Valve has some cool people working, vut O don’t see a Suda51, a Raphael, Swery or Co, who has the focus to develope such a single player experience. If the flat structure with ‘at will’ project focus is still a thing, than sp games have probably a problem getting devs.
I feel like people dont understand, that the RT part in rts will always be the important part.
If you free up macro work, people will micro harder. WC3 got rid of most of the macro demand of SC and in consequence you will lose if you dont micro your units ik battle.
SC1 had build pipe lines and it wad still better to issue commands seperatley, because the player is more flexible.
A strategy is worthless if it csn be executed and the limits of execution create strategy.
Extraordinary pathing and all-select created the a-click deathball, that is one of the most boring ways to see, play and lose to.
My first question: Did they change the gun play?
Because that feeling I got from OW gun play was “spammy, unsatisfying, boring” either in kill time, movement or timing.
The weapons are simple, but you don’t get the arena gameplay of map control, ammunition control and weapon cycling of arena shooters.
A single weapon is not complex to use as a weapon in CS or DirtyBomb.
To be honest Dirty bomb does health and ammo management better.
Everything I hear sounds good, but I never heared them fixing guna.