"When you’re shortening that journey and making it kind of ridiculous, you’ve cheapened the entire experience," David Brevik says of the ARPG genre's hectic modern pace
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I tend to agree. With the big ARPGs becoming seasonal live service games, there's a focus on blasting everything down to finish the season as fast as possible.
what cheapens the experience are the season passes, the overexpensive costumes, and the needless grinding for materials. Let's not forget the currency that you have to buy with real money. After that is gone, he could talk about the fast leveling "issue".
not only happened to arpgs. mmorpg went that route too and with class swapping, multi spec, respec options and such nothing really matters at all. What made oldschool mmorpgs great was the decision to be a tank, a healer, a crafter. but not both. not a trick of every traits. Now its just cheap.
"RPG progression should be about the journey" Agree.
I'm tired of even hearing from gamers that the good part of a game is at the end. So the middle of the game is trash? Thanks. I'll pass. I'm looking at you MMO players.
My problem with them is it turns into a build management process where your only goal is to see how fast you can kill an endless swarm of enemies. The game becomes very unfun when it's just built around roflstomping trash mobs.
Instant Gratification has been prioritized over deeper experience and I agree some games have suffered for it. If I can progress 15+ levels in one session, it flies by and interesting settings can be missed.
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I'm tired of even hearing from gamers that the good part of a game is at the end. So the middle of the game is trash? Thanks. I'll pass. I'm looking at you MMO players.