The Dangers of "Playing It Safe"

Hm iam actually considering playing that game then. I atleast will watch some videos of it to see what you mean. It sounds intersting to say the least!

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Fair warning about that game, it’s quite dated these days and aspects of its leveling system are pretty bad–like TES: Oblivion kind of bad. You can L2P and overcome them to enjoy the game, but it’s kind of rough at first.

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Thats more then fine by me aswell but i didnt saw them saying anything about that right? Or did i missed something?

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Yeah i dont think i can handle the outdatetiness but ill watch some videos!

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It’s interesting because, apart from this, the more I read about PoE, the less I understand why people love it. In fact, most PoE lovers hate some aspects of the game. Not the same aspects for all players.
I feel truth is that we don’t really know why a game succeeds or not. For any piece of art, success is the combination of the right moment, the right content and the right audience. Some movies would have failed if released six months later. Some books would have succeeded. And it’s the same for games. This conjonction of moment, content and audience makes the succes, plus the duration in the case of games. The quality of the game has very little to do with this, sadly.

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Their game is genius ruined by the same stubborn developers who’s vision for the game havent changed in 10 years

the currency in PoE should of revolutionised aRPGs but the problemis no one can copy them

gold doesnt exist in that game

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I can’t agree with this. Temporary success? Sure, this would explain it. But the long-term sustained success that PoE has seen? No. There’s a definite reason (a confluence of reasons, really), and the ones outlined have born results over time.

You need only look at its competitors to see how few of them are still relevant and the kind of things they are trying in order to be/stay relevant.

Gold may not exist, but currency is currency. Runes were currency in D2 when gold stopped being relevant. Players will always find the thing of value and use that if the base currencies are insufficient or non-existent.

As for PoE’s myriad issues, part of it stems from having such a wide audience with conflicting desires for the game. Part of it is the devs being extremely (and sometimes stupidly) stubborn on certain topics/aspects of the game. Part of it can be blamed on the players who have put way too much time and money into it (not above this myself).

Whatever the case, it’s still the best offering on the market right now and there isn’t anything looking to significantly threaten that in the near future.

I really hate to be that guys, but that was not an original idea :smiley:

It was a 1 to 1 copy from Dota 1 Kunkka.

But yeah I agree that there are alot of mobas out there that have outstanding character concepts and kits.

Even though moba characters generally have very small but close cooperating kit.

Which is really hard to do on a larger scale, if characters do have dozens of skills.

What this might look like in practice for an ARPG is grabbing a few characters with similar enough themes/mechanics to base a class off, then add your own original touches and adjustments to have it fit well.

For example, there are a bunch of characters across many games that use a Rage mechanic for their resource. It’s worth exploring what skills seem to fit well with that style of resource, how they feel to use, and what they might be lacking. Take the best of all these things and make your own class that really shines.

No problem, we all have different feelings and analyzis.
PoE’s relatively long term success is due to two factors, in my opinion.
First, its inherent qualities. A game would not succeed like this if it was fundamentely bad, so I guess it has strong qualities. I tried it a few hours, I did not find it interesting, but it’s personal feeling so I’m OK to say it’s a good game.
Second, the lack of credible competitors. There are other ARPGs/HnS games, and some are very nice, but none had what it takes to meet success. So when you have no new possibility, you stay with what you have.

Is there anything new under the sun?

The technology needed to come first, before Moba’s were even possible.
After Covid, I’d say get ready for Zoom ARPG’s!

It was more a reference to the concept that most ideas for characters can be shown to be taken from preceding ideas or characters in older games (even going back to pen & paper RPGs).

Get off my lawn ya dagnabbin zoomsters!!

What you say here is true, but I don’t feel you give the devil his due. The lack of credible competitors (great choice of words, actually) was not because attempts weren’t made. It’s just that they didn’t work. It’s perfectly reasonable to get into the weeds and details to compare/contrast all of these games, but I find it unnecessary. Simply stepping back and looking at the general picture of what each of these games represent and try to offer paints the picture.

This is why I believe the key differences come down to a willingness to take risks and be accountable for mistakes. Keep in mind that these aren’t foolish risks either. They are carefully managed risks.

The “play it safe” types stagnated while PoE innovated. Those that couldn’t admit fault tried blaming the players (looking at you, Blizzard) and fell out of favor while PoE openly stated that they recognized the issues with some of their leagues and either adjusted them accordingly or withdrew them for further refinement later down the road. While the devs can be stubborn about certain issues that most of the player base would agree with, they mostly listen to the community on a huge array of issues in general.

As for some people not liking it, I have no issue with that. My enjoyment of that game is not wrapped up in thinking everyone does, and there’s plenty I don’t enjoy about it, so it’s easy to see where others may not. Besides, there are plenty of games I can objectively say are good, but not for me–Souls series in particular comes to mind. Some 4X strategy games too. It’s totally cool.

PoE’s success has a lot to do with the things it took inspiration from. The passive tree is like the sphere grid from Final Fantasy 10. The gem/skill systems take from the socket system in Final Fantasy 7. The amount of customization from the skills and passive tree alone drew a ton of people to the game, including me. The ability to mix and match skill gems is crazy interesting and fun. PoE even innovated on the campaign aspect by going to a single 10 act playthrough instead of the 3/4 act normal/medium/hard playthrough that forced you to play the same campaign 3 times.

The next innovation with campaign isn’t even an innovation. It is a port over from MMO’s. It will be disconnecting the story from a campaign. Having a story that suggests and interests people to seek the next steps. Giving the player the choice of where to go. Story will be broken into segmented parts that are all happening at the same time so you can do them in any order. They all converge on the same finale.

I really see the main distinction between aRPGs and MMOs being the number of players required for content. aRPGs should be soloable for all of the required story content (there can always be some small party exclusive content). MMOs have most\all of the end game content require large numbers of players together.

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I agree those factors are part of PoE’s success, but even those were risks they considered and took on. Conventional wisdom told that if you make a game that’s too complex you won’t attract players to it. PoE proved this wrong. Some of its longest retained players confess to never having beaten Shaper while still enjoying the complexity and depth the game offers. If they were risk averse in the way that D3 was, we wouldn’t have such a strong title on the market.

As for party vs solo, I mostly agree, but don’t see it as particularly important to the topic. What I will add is that MMOs usually make the bulk of the game’s content soloable for leveling purposes, then add group content for chase gear and social reasons. ARPGs tend to hide the chase gear behind high ilvl and high RNG.

Yeah i know but i played HoN way more so that popped up first :slight_smile:

From an inspirational point i hope EHG will take notes of those type of Moba characters since some of them are really cool and unique and would fit this genre in my opinion.
I agree that it would be more complicating at a larger scale, but it doesnt hurt to scout them for fresh ideas :slight_smile:

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