Cater to everyone… cater to none.
All I’ll say to that.
All games on the market which do excessively well cater to a specific group of players as the core aspect… and branch out from there to include more people.
All games in the market which one time did excessively well and then tapered off because of gameplay reasons did so because they switched up who they cater towards and hence people left without a new core audience coming in.
So as I ask repeatedly:
Who is EHG’s core audience?
It’s not the casuals clearly, because they get screwed over by difficulty spikes like Lagon and Aberroth for the most pronounced ones.
It’s not the mid-tier players either, because they get already bored out at the campaign.
And it’s by far not the min-maxers as their itemization design works counter to enjoyment of optimization with a end-goal.
So that leaves people which are in the niche areas between all that… and the others? Tourists mostly, come a week, look at stuff, leave. Long-term players are surprisingly scarce in LE.
Just look at the Twitch coverage… the game had 72,5k viewers pre-release and at release it was at 1124 viewers until it fell off the expected 14 days later to 200 average roughly over the next week to return to 40-50 average.
That’s 1.2 stats.
PoE comparison:
Pre release 34k, so vastly less then Last Epoch. But at release? 104k, 1 week 36k 2 weeks 25k
If you wanna talk about ‘retention’ here you have the success clearly shown. Twitch numbers directly correlate with sale numbers by the way, unlike many other metrics. Visibility on Twitch is to a massive degree causal for sales.
If we take D4 in comparison then we got nothing pre-release (they suck at those things and hence nobody cares) 27k release, 1 week 9,7k, 2 weeks 4,8k.
Both D4 and PoE align well with expected retention rates. Last Epoch does not percentile wise.
Why is that? Because few people are happy with the game long-term but many enjoy it really shortly and come back to see ‘if something changed’. Hopes are still there but you can’t keep running a live-service game on hopes and dreams.
Distinct design problem by the way.
Without a clear-cut goal retention is lower. Also showcases in Twitch visibility.
But you’re right that it can be a flavor related thing definitely… though the question is if EHG does want to create their game with the very very few people comparatively in mind that enjoy this type… or they prefer to go the more prevalent route.
Which also relates a bit to this:
Which is… ‘eh’… I would say.
Neither system - be it scaling or handcrafted - has mandatory walls existing, they can both be smooth. That’s plainly spoken not the issue there.
And PoE really doesn’t have any sort of wall, the tier progression upwards in difficulty feels… similar actually, not much difference from running T2 to T5, or T8 to T11… the modifier mostly cause that since white/yellow/red maps can spawn different ones and they start screwing you over in combination easily.
But content wise? Ritual can be really easy… or you can combine it with gigantified exiles you ‘collect’ in them to then re-use at another map which causes ridiculous amounts of loot to drop… and that is a strat which is insane. Breach for example is straight-forward, yes… but the majority of mechanics? Absolutely not, you can change the difficulty of them substantially, as well as the reward… and even the type of difficulty.
Don’t wanna deal with the enemies in Blight? Take the node which makes you deal basically no damage but the tower a massive amount! There’s a variety of changes possible, even so far as making Incursions dangerous… which is usually a easy farm mechanic for a starter.
Psssst… nobody needs to know!
Yeah, and I never said that that wouldn’t be the case.
I’m solely talking about the mechanical aspects here, not presentation towards the player.
Because let’s be clear, if GGG would unify their crafting UI into a single window with proper tooltips and explanations like ‘Respects meta crafts’ or ‘Ignores meta crafts’ listed in there it would already become vastly vastly easier and be on par in complexity with LE’s system.
Add a ‘craft until’ button on top of that and the RSI is taken care of as well as the sheer time investment.
Hence why I’m solely speaking about the actual implemented possibilities. LE lacks em, which is the downside. PoE has em… but convoluted. Still as always: Function over form