Comment on Path of Exile 2's disastrous new update reveals the core tension at the heart of its design: How do you make a game with meaningful combat when everyone just wants to blast monsters?

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darthelmet@lemmy.world ⁨6⁩ ⁨days⁩ ago

I think the secret sauce there is that they’re roguelikes. They have meaningful combat and they have the potential for wild builds that completely trivialize that combat. So why does this work for them? Because you can’t guarentee a specific broken build every run. They’re short and random, so the likelihood that you will put together all the pieces needed for a specific build before the end of a run is fairly low. By contrast, while ARPGs are “random”, they’re played over such a long term that it’s expected that you will be able to acquire exactly the things you need for your build eventually. (Outside of chase items, but those usually aren’t build defining for that exact reason.) PLus a lot of your build is defined by entirely deterministic mechanics. You get to choose your skills and passives. And with trading you can take nearly all the uncertainty out of whether or not you’ll be able to put together the remaining pieces.

So because it’s expected that you’ll for sure be able to build what you want given enough effort, if you optimize your build to trivialize the game, you’ll always be able to do that. When you get a a broken build in a roguelike, it’s because you high rolled that run and you get to have fun experiencing the high point relative to the baseline. You know how tough the combat usually is, so the fact that you can now breeze through it without thinking about it is fun in and of itself. But if it was always like that, it would just be a boring game. Incidentally, this is why I tend to not like roguelites that allow you to define a lot about your build before you enter the run itself. They make it a lot more likely that you break the experience in a very predictable way.

In ARPGs the high point is the baseline. Either the game is able to be trivialized with a good build, in which case it always will unless you go out of your way to nerf yourself, or you can never really make the game easier no matter how good your build is, in which case the build making isn’t super relevant. There’s a reason people joke about Fashion Souls. The gear you can equip is often so pointless that you might as well just pick armor for how it looks.

An interesting case study for a sort of in the middle experience that kind of illustrates some of this is Noita. For those unfamiliar it’s a roguelike where you play as a mage/alchemist descending into the depths of the world in search of mysteries. Your builds consist of wands that you can put an assembly of spells and modifiers in to craft very different spell setups. You also get some perks occasionally that do the usual kinds of things you’d expect from a roguelike passive item system. The game is brutally difficult to a degree that’s deliberately unfair to the player. Enemies are chaotic. The environment is volatile and filled with things that can kill you in an instant if you’re not careful, or even if you are careful because some enemy triggers some flying thing on another screen that flies into you out of nowhere. Many spells in the game can hurt you too and even the ones that can’t directly can sometimes have a firing pattern that will make it hard to avoid hitting explosives and stuff that will kill you. Healing is extremely limited. Early on the game is certainly very skill based in the sense that you aren’t going to immediately break the game in the first level or so, so you need to be able to avoid things while you slowly kill them. If you really enjoy build crafting, the early game is fairly boring in that respect. But ultimately as you progress it’s more knowledge based. Your will be hard pressed to outskill later enemies if you’re still running a dinky no damage wand. So you kind of have to find ways to break the game if you want to succeed.

SPOILERS beyond this point:

That’s the initial experience. Two things become true once you learn more about the game:

  1. There are a handful of very powerful combos that are way better than most of what you can do in the game. Once you know about them, either through discovery or from reading about it online, you will kind of ruin the build potential of future runs. You can somewhat reliably find at least one of these most runs so long as you make it past a certain point. There’s not nothing cool to discover after that, but they’re all way less practical and only something you will be able to do once you’ve already reached a point where there’s no challenge they’re needed to overcome.

  2. Upon freeing yourself from the initial core run to go see the rest of the world(s), you gain access to essentially unlimited perks. You can gain absurd amounts of health, damage reduction and healing, immunity to a lot of hazards, enough movespeed to avoid most things, and the ability to basically get anywhere you want on the map, etc. You basically become a god of death and destruction, untethered from mere mortal concerns… until you randomly get turned into a sheep and die instantly. So similar to a broken ARPG character, you reach a point in the game where the only things that the game can possibly do to threaten you is to strip you of everything that makes your build and just instantly kill you. And similar to an ARPG, this only really happens because you can play a run for many hours after the initial, more roguelike length run.

There’s probably something to learn from all of that if you want to try to thread that needle, but I think it at least shows the challenges of reconciling the tension between mechanical skill and cool build making.

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