Diablo III expansion reaps praise, but cannot redeem soul of Diablo
or, I Remember Diablo II
My rose-tinted glasses
It turns out that Diablo II is the game I remember playing. It's hard not to clearly remember when one has hundreds of hours under one's belt, spanning multiple playthroughs of Normal and a few playthroughs of Nightmare (and a few ill-fated run-ins with Hell). I
remember the mediocre story, which I'd give maybe a 6.5 out of 10. I
remember the unwieldy potion-juggling minigame, where the player
trades half the screen space for godly amounts of sustain. I
remember Energy, the noob trap junk stat, and tons of junk skills. I
remember Identify and Town Portal scrolls sort of taking up space in
the inventory without really adding any gameplay. I remember the
tedious manual gold pickups which always led to a useless Flamberge
sneaking its way into a 2x4 block of my inventory. I remember over a dozen fetch quests. I remember a somewhat tedious
third act which, even worse, featured racist caricatures of the Pygmy
people as enemies. I remember a short and equally non-varied fourth
act. I remember helpers who were a bit too fond of getting
themselves killed rather than truly putting their gear to "good use". I remember chill attacks being a bit more effective than
necessary, all but invalidating the option to tank through it in any
situation whatsoever. I remember Hell spamming immunities as if it
were the only way to balance a hard mode, and as if only Hammerdins
deserved bragging rights.
And
recently, I remember Blizzard changing the Diablo II Battle Chest
to no longer include the original Diablo, running away from
the fan base cultivated by Blizzard North in pursuit greener
pastures.
So
naturally I was insulted by Jay Wilson's attitude when he claimed
that players like me see Diablo
II with rose-tinted retrovision. And when he told one of the fathers of the series what to do with himself, it was clear
that it was Wilson and Blizzard who did not remember what Diablo II
was – or worse, remembered, but didn't care. And when Blizzard moved Wilson to a new project rather than outright fire him, it should have been clear to the entire world of gaming journalism
that Blizzard had not changed at all, but had merely shuffled its
cogs around for the sake of PR.
But
everything's better now, right?
It would be difficult to argue that the removal of the Auction House wasn't a
step in the right direction (even if the exact timing was a bit
convenient). The replacement director, Josh Mosqueira, was
absolutely correct to make it a priority to improve Legendary items
so that they stand a fighting chance of being usable, as well as
endowing them with unique twists absent from the bland release-date
legendary items.
And
from the start, Diablo III had all the markings of an adequate
PC action game. It had a smooth and responsive engine – once
enough players quit in digust to get your ping under 500 milliseconds,
anyway. The Monk and the Witch Doctor even had some interesting
mechanics and visual style which hadn't really been seen before in
the series. The game is arguably worth the $20 Blizzard is currently
charging for it.
So
is everything better now? In a word, no. For this gamer there
remains a problem that is too big to solve with mere expansions and
patches, and that problem is this: I remember Diablo II. And
worse, some of the latest changes in Loot 2.0, which paved the way
for the Reaper of Souls expansion, distance Diablo III farther
from its roots than ever before.
Loss
of identity - taking the RP out of ARPG
Both
the Diablo franchise and the individual player character lost
their respective identities with the launch of vanilla Diablo III. Players of Diablo III make no lasting choices in how to
differentiate their character from other possible “builds” of
that character's class. Take, for example, the Diablo II
Necromancer, and its closest Diablo III analogue, the Witch
Doctor.
A
Necromancer could play it classical, raising a dozen or more
skeletons to do his bidding as he sits ducks around behind his ranks
and curses enemies. He could specialize as a “Bone Mage”,
walling away those who would wish to harm him and filling the screen
with projectiles late-game. Or he could choose a Poison build,
spending the early game relying on his hireling and risky hit-and-run
tactics to bring down his foes before later learning to spread poison
from the corpses of his enemies to those still standing in a sadistic
chain reaction. He starts off shooting only a bone sliver or two, or
summoning a lowly skeleton or two, or having to resort to melee
combat to inflict poison damage before the skills ramp up in power
not just numerically, but visibly and viscerally. Most importantly,
he could pick any combination of the above builds (though most skills
were either one-point wonders, mere pre-requisites, or all-or-nothing
skills – the game wasn't perfect).
If
you play one of the above strategies, you might run into problems
later on. In particular, the Bone Mage has the easiest time soloing
act bosses, but that just comes with the territory of choosing your
identity – living with the consequences, learning to leverage your
strengths and cover your weaknesses, and maybe even grinding a bit
extra when the burden is at its greatest. And if you re-roll a new
character and start over, you get to watch your new skill of choice
gradually mount in strength in satisfying ways. New to the game?
You can one-point everything to get a feel for the class as a whole,
have some points left over for your favorites, and still finish
Normal in a reasonable amount of time, despite not being as powerful
as you could have been – and if I remember anything about Diablo
II, it's that I wanted to play through a second time after the
first.
By
contrast, a Diablo III Witch Doctor automatically learns the
skill Zombie Dogs and can summon four of them, period. He or she has
the option of blowing them up for area of effect damage with another
hotkey. He or she can fire Poison Darts that are mostly spammable
from a safe distance. He or she is a jack of all trades, capable of
doing any of dozens of things equally as well as any other Witch
Doctor on the server, but inexplicably can only remember how to do
six of them (and three passives) at any given moment (because in D3,
so much is balanced around cooldowns, and it's necessary to elbow
skills that your character “knows” out of the game somehow when
all skills are always at “max level”). After one playthrough, I
would feel disinclined to play the class ever again – that is
definitely the case with my Wizard, the only character I ever got to
60 (and even then, only because the 50% experience buff made it
bearable, and I wanted to see what the buzz was about Loot 2.0 and
Paragon levels).
In
Diablo II, you can only gain skills at levels that are
multiples of six, and you build up toward them by at least
one-pointing the prerequisites to tide over your damage output. The character was becoming a certain
variation on its class, and the player was looking forward to that
next multiple of six at all times. By contrast, Diablo III
keeps unlocking skills and modifiers for you, inflicting a sort of
scatter-brained mania on characters levels 1-59 by forcing them to
change entire builds around every time a new skill or skill rune
one-ups what they had before. I grew to dread the level-up notice
before I even hit level 30 on my first play-through. First Ice does
the most damage, and then fire, and then Arcane does the most damage
and also does crowd control, and then suddenly Ice has these synergy
passives and runes that make it do the most damage while still doing
its usual crowd control, and... etc. etc.
Ultimately
Diablo III permits the player to choose one of five totally
pre-defined “roles” to play, and all of them are polymaths in
their broader fields of study. A master in Diablo III is
never a specialist with his or her own style – only a typical
general education student with bigger numbers.
As
this pattern is deeply entrenched in the game, I imagine that it
would almost be easier to simply start making a new game than to
overhaul character building in this game, doubtlessly causing a huge
controversy among players who either didn't play Diablo II or
didn't value the depth of its customization options the way that I
did.
Loot
2.0 - Your dude got buffs
It
is rather quick and easy to summarize what life is currently like for
those playing Diablo III with characters below the level cap
after the Loot 2.0 patch – your dude got buffs. Loot drops
are less frequent, but way more powerful than ever before, and the
stat points on your drops are automatically configured to have the
only two primary stats your character could conceivably ever use. All changes to skills have been major buffs – mostly by factors of
1.5 or so, but often by factors of 2-3 and sometimes as high as 10 or
12, giving Loot 2.0 all the look of a fan patch rather than that of a
late-iteration tune-up for a years-old game from a AAA developer. The only changes with any real depth and personality have been to
Legendary items, which in addition to the usual across-the-board
buffs have received some cool and unique special effects more in line
with the Unique item drops of Diablo II.
Some
of these buffs were needed because the PC version of the game had
previously been balanced around having to buy everything at the Gold
or Real Money Auction House, which led to item drops being
consistently underwhelming for the sake of fighting against deflation
in the Gold Auction House (and by corollary, deliciously inflating
the almighty USD in the Real Money Auction House). Aside from the
neat unique effects on legendary items, and the partially necessary
buffs here and there, the remainder is dripping with greasy excess. Lead Content Designer Kevin Martens (perhaps unintentionally) drives home the tawdry excess of the Loot 2.0 patch by promising gamers metaphorical “Lambourghinis” by the hour, like a Californication
version of Oprah Winfrey's Everyone Gets A Car: the ARPG. Why
should you come back to Diablo III? Because your dude got
buffs.
I
find it remarkable that these changes have been more than enough to
garner near-universal praise from the gaming media. Yes, the Auction
House was a cynical abomination. But Loot 2.0 didn't give player
characters a sense of identity, and even worse, it reinforces
existing problems with Diablo III and introduces new ones.
Level
scaling and Paragon levels – because life begins at 60
A
sometimes-hated innovation in the world of RPGs is level scaling. This current trend in RPGs is intended to open up the world, making
it more attractive to explore and re-visit areas by having enemies
level up along with the player rather than become obsolete. “Soft”
versions like in Grim Dawn, which nudge monsters away from
their “base” level gently, can smooth out the challenge curve a
little, but when level scaling is used in its extreme one-to-one
form, as in Oblivion or Sacred, the end result is a
never-ending limbo in which a character can supposedly “level up”
while in reality, they are leveling down relative to their foes, who
don't have to procure new level-appropriate gear. Finding
replacement gear, then, is the ebb balancing the flow of leveling up. The ARPG ceases to be a journey of advancement and instead becomes
the lowly existence of a shipwrecked sailor on a raft, wobbling
endlessly in an infinite sea and given the meaningless option of
grinding all the way to level 60 in the first act if he feels like
it, without ever feeling any more or less powerful from one level to
the next.
Diablo
II was sometimes quite hard, if the player wanted it to be. By
skipping randomly-generated minor sub-dungeons, the player was
allowed to willingly take on greater challenges with less preparation
than may be advisable. Diablo III was, until Loot 2.0, much
the same way. However, Diablo III added level scaling to Loot
2.0 and replaced the natural-feeling choice to rush onward to bigger
challenges with a simple slider bar. But this is merely a slider bar
that changes the weather pattern of the shipwrecked sailor's
particular ocean, not a satisfying set of milestones one journeys
past at one's own pace.
Even
worse, the Master difficulty is easy. It is easier than trying to
play through pre-Loot 2.0 Diablo III without stopping to
grind. To unlock Torment difficulties, the player must level up to
60, and only then can the player (slowly) progress in a way that is
not in lockstep with enemies through the use of account-wide bonuses
known as “Paragon levels”.
If
you want to have a difficult game, or if you want to grow stronger
than your foes at all, then life begins at 60. Those wanting to play
the expansion can look forward to instead having life begin at 70. When you do get to Torment I, it isn't as fun as it should be,
either. While normal mobs were often dangerous in Diablo II,
they are consistently a joke in Diablo III, even at Torment I
difficulty. Aside from act bosses, the only challenge I found in
Torment I was in the form of Elite (“yellow”) monsters. They had
tremendous damage coming from affix sets like Frozen Mortar
Desecrator, but this damage is more or less trivial to side-step. But other affixes grant the ability to instantly grab you and put you
in a box from an entire screen away, namely Waller and Vortex – and
the result when a single monster has all five of these affixes is a
frustrating, artificial-feeling difficulty spike with little
counterplay in the middle of an otherwise easy and mindless grind. There is probably a way to win this by playing “find the exploit”,
but that is a metagame unworthy of further resurrections.
I
understand that level scaling is supposed to pave the way to
Adventure Mode, but frankly, I think they are breaking something that
used to work with this change. My suggestion would be to
re-implement the old Normal-Nightmare-Hell-Inferno progression for
Campaign mode with no level scaling, and open up Adventure Mode as an
optional way to level up on the side, possibly even earning the right
to skip chapters/acts if one skips ahead enough levels. Perhaps
having one version of each Adventure Mode side-quest that is static,
but has selectable versions staggered out 5 levels or so apart could
re-introduce the feeling of progress to this mode as well.
All
in all, one-to-one level scaling is a blow to the role-playing
experience, and Diablo III's post-60 balance is anchored to
over-cheesed monster affixes. These problems should be relatively
easy to fix, but even if this were to be done, there would still lurk
one more demon in the bowels of Diablo III.
The
Journey
"[K]nowing
that you don't have to play story mode over and over again allows
people to relax and just enjoy Act V for what it is; and they may or
may not come back to it after that, but they don't have to. It
doesn't feel as onerous to sit through those things."
Diablo
II may have had its Act III, but “onerous to sit through” is
far from the language that fans of Diablo II would have used
to describe it, let alone the campaign as a whole. Bear in mind that
Martens touted Adventure Mode as “the main selling point” of
Reaper of Souls in the same interview. Again, I am not at all opposed to having more
side-content for the purpose of variety, but it's hard to mistake
this admission of failure on behalf of Diablo III's writing
and exposition team for anything other than what it is.
There
is at least one review which adequately takes Diablo III's completely immersion-breaking campaign to task:
"Blizzard
also does an excellent job of integrating their awful storytelling
into gameplay; dialogue from idiotic demon lords and cheesy secondary
do a great job of highlighting just how actively and egregiously bad
it all is while you’re in the middle of the action, so all of
Diablo III‘s storytelling failings are very, very hard to simply
ignore. The lore also plays off like audio logs, as you pick them up,
and they expand the world in ways that just make it far less
interesting. Less is more. The less I know that the demon lords were
just a bunch of quarreling and bickering politicians of Hell, the
more I believe that they just are and are going to skin everything
alive, because they’re just evil bastards like that."
Leoric the now-Skeleton King spends most of Act I rounding up his ghost buddies and re-telling his life story in little intermissions everywhere you go. Maghda
stalks you through most of Acts I and II and won't ever shut up; she
always throws a few minions at you and then teleports away, but
inexplicably doesn't do so when it's time for her to be a boss fight. Then Zoltan Koole follows you around mid-to-late Act II and won't
shut up. Then in Act III, the role is taken over by Azmodan, who
repeatedly tells you his plan and dares you to stop him like a
Saturday morning cartoon villain, and is replaced in this capacity by
Diablo himself in Act IV. All of Hell got video-enabled Twitter
accounts, your iPhone is welded to your face, and you can't
unsubscribe. “Onerous” is an understatement.
In
Diablo II, the title character had only eight words to say in
the entire game, and it was horrifying to behold.
“Not
even death can save you from me.”
-
the complete script for Diablo, the Lord of Terror, in Diablo II
As
I said at the beginning, Diablo II's plot gets a 6.5 from me.
But it was a brilliantly-employed 6.5 of a plot that knew its place –
a humble guide on the outskirts of the vast ruins of a civilization
at war with the forces of Hell. This war with Hell was a literal
war, complete with mutilated bodies. I was a young man, maturing
like many other 80's kids side-by-side with a gaming industry that
was just beginning to include such content in its digital “toys”
assumed to be the domain of children. The shock and scandal of
seeing the first few dismembered bodies soon gave way to a somber
realization that this was a world where Terror, Death, and
Destruction were a unified, powerful, and mobilized force at war with
humanity. The quantity of dreadful things depicted in Act I is such
that it's hard to speculate whether a high-fidelity remake would even
make it past the ratings board.
Despite
early claims that Blizzard was paying careful attention to the
difference between “motivated gore versus unmotivated gore”, the dead of Diablo III are mostly of the living kind and
look fit to play a role in Plants vs Zombies. Humans are kept in
cages to be rescued X times to unlock achievement Y. The gore in
Diablo III comes mostly in the form of giant monsters
exploding like piñatas (and as of Loot 2.0, guaranteed to drop a
plethora of blood-soaked Lambourghinis). Another example of
“motivated gore” is the last level of Act I, in which enormous
mechanized cleavers rhythmically slam the ground in a way invokes
about as much pathos as a Mario platformer with extra marinara and a
propensity for shouting, “I amma M for mature, wahee!” every so often. Death is not a plague sweeping across the land – it only comes for
named characters, like the ghosts of the Skeleton King and his wife,
and for Deckard Cain - and in Diablo III, death is never
bloody for people. Blood is merely the paint on the wall, the
confetti in the parade, and the candy in the piñatas.
Breaking
immersion left and right with endless chatter from every NPC from
Azmodan to Zoltan Koole, and celebrating endless violence against
toothless foes, Diablo III does not present a journey into
darkness. Diablo III marks the game in the franchise which
stopped believing that a game can be art, instead believing that the
purpose of art is to sell games.
Having
made the plot unbearable, the way has been paved for Adventure Mode –
a convenient vehicle which could be used to deliver DLCs in the near
future as Diablo III scrambles to find a new business model
for microtransactions.
If
you enjoy some good, mindless action, then I do not intend to stand
in your way. If it were its own game and had no legacy to live up
to, Diablo III would be just another AAA title worth picking
up from a bargain bin some time in the future.
But
I remember Diablo II, and this is no worthy successor. It is
merely another M-for-mature game which is neither for children, nor
for truly mature audiences. I can only dream of what could
have been if the intellectual property and financial resources behind
Diablo III had been placed in worthier hands a dozen or so
years ago.
Original work, published 3/24/2014. Do not post this as your own work. Link directly (or at least to mtaur.blogspot.com) if you quote it. Email mtaurgames at gmail dot com if you would like to run this as a paid article, in which case this blog post will be replaced by a link.
Original work, published 3/24/2014. Do not post this as your own work. Link directly (or at least to mtaur.blogspot.com) if you quote it. Email mtaurgames at gmail dot com if you would like to run this as a paid article, in which case this blog post will be replaced by a link.
spot on
ReplyDeleteI shed tears towards the end.
ReplyDeleteI never went that far, but I guess by the time I got around to that part, I had enough perspective to realize that other people can pick up where they left off using a different name.
DeleteI agree, this level scaling bores the hell out of me. Why am I grinding out 70 levels when nothing changes? I don't care if the whole game is "relevant", if the whole game is boring. Where's the sense of progression? Gone!
ReplyDelete