This shift in mindset is clearly noticeable and can lead to a different gaming experience. You might need a particular ability or piece of gear, and while it could drop anywhere in the world, you have no idea when or where you’ll obtain it. However, Blizzard altered this approach, and it’s now apparent in Diablo 4. This caters to human nature’s exploratory desire to find a hint of certainty amidst uncertainty. The reason players grind a specific dungeon repeatedly is for a definite goal: they know they can obtain something to enhance their character in that specific place. However, this viewpoint seems to neglect an understanding of human nature. I remember when the Diablo 3 designers said they thought the Diablo 2 model - players grinding specific locations to obtain certain gear - was uncool, leading to its removal. Merely adjusting numbers, nerfing player power one moment and the dungeon power the next, might just backfire, attracting the ire of players instead. This includes more challenging content, and rarer, more coveted gear. ![]() However, to truly spark the motivation for players to consistently log in and grind, the game needs to offer goals that stimulate this desire to farm. If everyone could breeze through the game, the motivation to grind for gear would fade, resulting in a loss of player engagement. Blizzard’s decision to increase the difficulty to prolong gameplay time and lifespan is understandable. Hey fellow nephalem and the amazing Blizzard team,įirst off, I think it’s crucial for game designers to have a clear vision and not be wholly led by the players, because it’s an impossible task to please everyone.
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