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| [Jul 05, 2012, 7:11 pm ET] - Share - Viewing Comments |
Ars Technica - Blizzard admits Diablo III is a game that ends.
Just how long should players expect a game to remain fresh and exciting? Do publishers have to treat all AAA games as services that keep us constantly entertained for years or even decades? Have MMOs trained us to feel entitled to games that never actually end? These are the questions that have been circling my head after reading Blizzard's response to player complaints about the lack of compelling "endgame" content in Diablo III.
Shacknews.com - Diablo 3's poorly planned end-game.
It's a shame that a company with Blizzard's pedigree couldn't have foreseen the monotony and disillusionment that could creep in less then two months after the game's release. Blizzard has some good storytellers and a fantastic animation staff. Something as intriguing as Halo 4's planned Spartan Ops episodic content would have been enough to keep me engrossed until the inevitable expansion, even if it was every month instead of every week.
In the end, I guess, players with the same mentality as die-hard MMO players will continue to populate the Diablo III servers. Diablo III was an enjoyable game for the first 80 hours.
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Re: Op Ed |
Jul 6, 2012, 11:41 |
Dmitri_M |
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Beamer wrote on Jul 6, 2012, 10:10: When people say "indies are more popular than ever before" can we conclude that they weren't alive in the 90s?
Doom? Quake? Duke Nukem? All indies.
Why are indies popular again? Distribution makes them easy to sell, pricing and humble bundles make them easy to buy, rudimentary graphics (in almost all cases) make them easy to make, and mobile/tablet has made simple games incredibly popular (which often turns into a gateway, for devs, to somewhat deeper games.) This whole indie gaming is the salvation of gaming is overblown. Most are too simplistic. Unless you consider remakes of old arcade games to be a return to early 2000s late 90s gaming. |
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