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A lot of my friends are complaining about Diablo 4, saying that the game is so well-made but it is ruined by some very poor design decisions, such as the enemies scaling with player level. They feel like they're "making no progress." I wanted to say, like, I guess the designers at blizzard should have read the rpg maker game design forums.
But in all seriousness, what do you think is the intent of this design decision? This isn't even just some random indie dev from the rpg maker community, this is a team at one of the biggest game design companies in the world coming to this conclusion. What were they thinking?! How does such a design choice enhance player experience? I suppose one way of looking at it would be that in a game like Dark Souls, you always want the combat to feel challenging and that results are more a matter of player skill than time investment - but then why even have levels? Anyway, just thought I would throw this topic up for discussion.
But in all seriousness, what do you think is the intent of this design decision? This isn't even just some random indie dev from the rpg maker community, this is a team at one of the biggest game design companies in the world coming to this conclusion. What were they thinking?! How does such a design choice enhance player experience? I suppose one way of looking at it would be that in a game like Dark Souls, you always want the combat to feel challenging and that results are more a matter of player skill than time investment - but then why even have levels? Anyway, just thought I would throw this topic up for discussion.