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> A fixed level/difficulty system

This is the central aspect of fun for me in an ARPG. When I come back through that starting story area at level 40, I expect to absolutely melt the enemies I run into. If I get super fucking lucky on a roll and pick up a legendary (i.e. against the story/balance team's wishes), I should be able to have a goddamn romp through the world for quite a bit. This emergence of potentially-unintended gameplay outcomes in an ARPG results in the fun for me.

Maybe there's a way to do the multiplayer-friendly scaling thing that my dopamine loop would enjoy but I haven't seen it yet. Ultimately, it feels like Blizzard tried to solve a cursed problem and walked right into the predictable outcome.

https://www.youtube.com/watch?v=8uE6-vIi1rQ



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