Comment on Titan Quest II released in Early Access
gusgalarnyk@lemmy.world 1 day agoI think you’re getting the wrong impression.
I absolutely like isometric ARPGs, I just like them exponentially more in theory. Most of them have barely innovated on Diablo 2’s core moment to moment loop and it’s something that seemingly everyone is aware of but no studio has yet to be able to fix. I’m looking for good combat, which was what PoE2 pitched in all of their videos, in most of their dev interviews (although as of late it feels like they’re pulling back on this), and has so far failed to deliver outside of the boss arena (and sometimes in the boss arena too).
I want:
- to be self-insert character or at least one of many characters as a form of self expression
- I want mechanical self expression ideally in the form of dozens or hundreds of skills and their customization along with a skill tree that enables further customization on how your character plays. My load out of 10 abilities should look and feel and play very differently than your load out of 10 abilities.
- I want to fight monsters and bosses that are varied, challenging, and uniquely rewarding ideally. Challenging and varied are putting in a lot of work in that sentence so I want to further expound and say combat should feel like a dance, a puzzle, high octane, and skill rewarding (not simply build skill or farming skill, but actual play skill).
- I want the pacing around playing to be focused on fighting and clearing encounters more so than exploration and discovery. Elden Ring is fantastic but it’s slow between clearing mobs and escalating the stakes/rewards - relying on the underlying exploration to be meaningful (and it is and it’s a 10/10 but not what I’m talking about in this post).
- I want an additional system of collectibles that further modify the way I play and look, most consistently this looks like loot or crafting (this however should not be primarily satisfied with #'s go up).
- I want to do this with friends in a multiplayer format, ideally at times requiring multiplayer because that opens up a lot of unused design space (looking at you remnant 2 which was awesome or only theoretically Diablo world bosses and black dungeon).
In theory this describes games like Diablo/LE/PoE as well as remnant 2/destiny/borderlands. But classic ARPG’s have so much of these needs theoretically covered that if they’d just tweak the moment to moment gameplay they’d have a perfect game for me. Where as games like Borderlands barely has a dozen skills in the entire game and they barely change how you play (coming from B3 and B4), the combat by the nature of being an fps is more engaging but it’s not much past that - it’s very repetitive and the number of mobs that are interesting or good is low imo. If each quality I’m looking for is scored 1-10 borderlands may have some of them but they score lower than most ARPGs. Remnant 2 was fantastic but it didn’t have the hundreds of hours of content and systems to do that wasn’t grinding story paths (I’d still rate this experience at 10/10). Hades and Enter the Gungeon and most roguelites have fantastic moment to moment gameplay but lack most of the other qualities I’m looking for. Wo Long and DS and all of those are fantastic games with good moment to moment gameplay but similarly lack multiple qualities I’m looking for.
I honestly think I want an open world Diablo where it’s designed more like a Gauntlet and DND-esque groups in mind, with better combat and better loot and more skills. I want exactly what PoE2 was promising and delivers in their campaign (by and large, some things would still need to improve to score highly in my desired qualities) but which they completely abandon in the mid-to-late game. I want something in between No Rest for the Wicked or Hades or Remnant 2 and PoE 2 or LE or Diablo. And listening to the developers in this space on various podcasts and dev interviews, they know that is what’s missing but seem unable to get there quite yet. I think PoE2, if it doesn’t fix combat, will be an innovation on PoE1 but will be remembered as PoE1.5 and lumped into the age of ARPGS that were still Diablo 2 successors or the age after of innovators instead of the next generation of ARPGs i think we’re on the cusp of.
Poopfeast420@discuss.tchncs.de 1 day ago
That’s what I’m saying, because for many people there is nothing to fix, because they feel it’s not broken. That’s why basically all the isometric ARPGs still go back to the D2 formula and maybe add some QoL changes.
Also, your examples and expectations feel extremely unrealistic and mostly not what ARPGs are known for, and frankly some are even incompatible with the genre in my opinion.
gusgalarnyk@lemmy.world 1 day ago
I’m arguing some of the developers know it’s broken (including arguably all PoE leads and No Rest for the Wicked leads)(I would extend this to an even larger group but I won’t to keep it verifiable).
I don’t think all isometric ARPGs copy D2 because they think it’s not broken, I think they do it because it was an innovative genre defining game for its time, most of the devs look back to it with nostalgia, and it was a blockbuster hit. And I wouldn’t minimize the innovations in the scene to just QoL. I think what PoE1 and 2 and LE are doing around their systems is very innovative, including their financing model and tech. I would argue that they’re still fundamentally maintaining the moment to moment loop while expanding all the subsystems that give the game as a whole massive complexity and content - and that’s great but will inevitably pale in comparison to a game that innovates the moment to moment gameplay. I think most genres have innovated their core moment to moment gameplay compared to their genre defining counterparts 25 years ago, but that ARPGs haven’t.
And I completely disagree on my expectations being “unrealistic, unknown to the genre, or incompatible”. That’s laughable imo and something only a player incapable of imagining change would say.
So what exactly is incompatible here? I think the answer you’d give is engaging combat, because that’s what I always get when I have this conversation. “All changes that have already been made to the genre are great but no more changes to the genre would be good.” That’s the sentiment I always get. “I want to mindlessly grind mobs while watching a show I can only partially pay attention to on my second screen.” Is something I get a lot as well. Which just feels like a mobile game, an idle clicker, but not what most people want when they go to play a video game including in the ARPG genre. Even if we said there’s room for idle clickers in the genre, why are our stand out examples all idle clickers, that to me feels like a clear sign of stagnation in a genre. Dota, rainbow six, BG3, BioShock, portal 2 - none of these games would be better if they were less engaging such that we could watch TV on the side, so why is it okay when talking about the genre defining games of our Gen in isometric Diablo-like ARPGs?
Poopfeast420@discuss.tchncs.de 1 day ago
I see that there has been a misunderstanding on my part. I agree with your last three points, but for some of the others, things you deem fine or good currently, I’d say they are rather mediocre (like your first point).
And in the end it basically all comes down to the combat, I think the most important part of these types of games, which you think isn’t engaging enough (it’s not, but that doesn’t bother me). I think if you did change it, and “fix” points two and three at the same time, you’d lose too much of what makes these types of grindy, rng loot games work in my opinion.
Which is why I think you’re wrong with saying
I think the mindless grinding, not having to pay attention, is exactly what most people want with this type of game. Of course, that isn’t to say everyone wants that and that there isn’t a market for something else.
However, I’d personally probably rather recommend the Niohs, the Khazans, the Wo Longs, the Remnants, the whatever of the world to those people (or try SSFHC or something, I dunno).