Last Epoch included.
If we take old ARPGs like Diablo1, Diablo 2 or Titan Quest, they have something that modern ARPGs don’t: static difficulty setting. That is, there is no “Torment 901290419” or “Corruption 4895203”. Instead, as you progress, in addition to obvious HP/Damage increases, you also get different enemies with different AI. Like, Diablo 1 skeleton Archers are weak and stupid (shoot rarely, can’t open doors, never flee), but Succubi actually flee from you and pursue you relentlessly. This makes progressing through the game actually interesting because the game keeps throwing something different at you.
Cut to modern ARPGs where you fight the same enemies from scratch. Diablo 4 is particularly bad at this because it features like a few enemy types that repeat the whole game. At level 15, you fight fallen ones, Osprix or whatever with a HP/Damage multiplier of 1, at level 100 you fight same fallen ones/osprix with same AI, just with HP/Damage multiplier of 500 or whatever, and at corruption 1000, nothing changes but the damn multiplier.
This effectively means that the core gameplay is effectively set from scratch. Think about it: if you removed the numbers, corruption levels and such, you’d effectively feel no difference between level 15 and corruption 10000 if your pass gear checks.
It’s the same damn game, just with different backend numbers on the engine side.
This begs me to question the point of it. Like, obviously, it’s a video game. Playing it IS the point by itself, intristically. BUT. Why bother with corruption 100 or 200 or 500, why chase items, if all that changes is some number and backend data?
Here’s a thought: How about a cap to corruption, introducing new enemies at certain breakpoints, CHANGING the AI every breakpoint (so that higher level enemies aren’t just a bigger multiplier on the server side, but actually a way to change the flow of the game) and introducing clever pinnacle fights that aren’t just “accumulate XXX DoT mitigatons or die instantly” kind of thing?
Grim Dawn is the only actively developed ARPG game that sort-of does this with the Crucible game mode and planned Ascendent difficulty. And I find that this makes me able to retain interest for WAY longer. The infinite difficulty scaling is just… boring. Like, once I reach say corruption 500, I have zero incentive to go higher, because really NOTHING changes but some meaningless backend numbers. This contributes to the burnout heavily.
Your thoughts on this?