Really?
Talisman was added in a gutted version.
Perandus doesn’t even exist anymore.
Prophecy is gone.
Legacy is gone.
Bestiary has a vast variety of crafts removed.
Delve has no crafts for it anymore.
Betrayal has lost a ton of functionality.
Synthesis is basically gone.
Metamorph is gone.
Harvest is a shadow of itself.
Scourge wasn’t implemented at all.
Sentinel didn’t go core.
Lake of Kalandra didn’t go core.
Crucible is gone.
Ancestors are gone.
Affliction is basically gone.
You were saying?
Any further questions?
Yes, because GGG enforced all new content to be added to the maps.
There’s so called ‘parallel’ content implementation as well, which they did forego, enforcing everyone to play maps on and on without alternative.
There’s a ton of old games out there which don’t have the PoE issues with the need to remove mechanics because of bloat… there’s just a ton of available mechanics and you can choose and use them as you want. Final Fantasy 14 is a prime example with a game getting bigger and bigger without introducing bloat but instead allowing people to either progress through it or have it as side mechanics which aren’t removed.
The ‘bloat’ argument was always hot garbage from day 1, showcasing a lack of game development understanding rather then being an actual need. Choice paralysis is a thing, yes… but choice paralysis depends entirely on presentation and not on actual quantity of existing things.
You don’t go in a mall and you’re immediately overwhelmed from the choice presented… no… it’s dissected into areas and shops so you don’t get all choices thrown at you at once but you only choose from a category, then a sub-category and then a set in those. You break it up piece by piece to divert this issue.
That’s why it’s not a single bazaar room where everything is thrown together willy nilly like content is in Path of Exile.
You want to tell me that Harvest crafting was ‘bad’? Or that the fossil affixes were ‘bad’? People loved those things!
The memory game from Synthesis was also fantastic, outside of the arbitrary 10-tile limitation. People loved that stuff.
Scourge was also enjoyed heavily, messing around with your items and ruining tons of them to suddenly get one ridiculous combination? Great!
Why was ancestors removed? It’s a nice minigame on the side.
It’s a lack of competence from GGG simply.
That’s unrelated.
FOMO is the usage of anything which derives from limited time access. You can only do it ‘now’. It’s gone afterwards. You won’t be able to experience it.
Limited time sales, seasonal events, mechanics only seen during a timeframe and then never again. That’s by design… FOMO-based content. Daily quests, Weekly quests… another direction of those things.
Please get to know what it means.
Those things are designed in a way to enforce people to engage with something because they would be missing out. By design that’s a ‘detrimental manipulation tactic’ since those people wouldn’t have interacted with it otherwise, they just got anxiety to miss out on something.
Hence predatory business tactics.
Why predatory? Because it abuses a mental weakness taking away informed choices by inducing negative emotions. You don’t sell through negative emotions, you create real life issues with that and that’s appalling.
If they’re ‘fine with it’ or not doesn’t matter.
You know… if you don’t have the money don’t gamble, right? Tell that to a gambling addict.
Don’t drink too much alcohol. Tell that an alcoholic.
The focus is that there’s no inhibition about those things as our brain overrides it because of the dopamine rush, it enforces short-term based behavior and is a addiction-based behavior.
Not without reason are lootboxes forbidden in a variety of countries, it falls in the same category of psychological manipulation.