mistermumbles: I think I may have completely lost interest in hack-n-slash ARPGs. I used to love Diablo, Diablo 2, Darkstone, etc... Ten years after that my interest started to wane.
- Torchlight: Played through once; couldn't be bothered to play through again
- Torchlight 2: I've yet to get to the end of Act 2... after four tries with different characters
- Titan Quest: Yet to finish Act 1
- Sacred 2: Already bored a half hour in
- Din's Curse: See above
- Path of Exile: Minor lag issues aside it played so average I never made it past the initial beach area
- Replaying Diablo 2: What a slog!
The problem I find with these games for me now is that I see them for what they are: mindless grinds of mobs for slight incremental loot gain. It's just not particularly fun, and stat min-maxing with optimal skill paths does absolutely nothing for me. When I had access to way fewer games in my late teenage years I guess I didn't mind because it gave me more game time to combat boredom. Now in turn, these games have become boredom itself. *shrug*
Yea. I remember, back in the day, just trying out new skills and levelling them up in Diablo 2 was interesting. But later on you learn there are a handful of builds that make sense and that spending points on anything else is basically a waste. The experience does suffer for it. The other problem is that, while the action was initially exciting, it eventually becomes routine and starts to repeat itself. This is, of course, made worse by the fact that playing "sensibly" requires focusing on a specific build and ignoring all the other exciting skills. Instead of finding patterns and developing strategic use of a dozen skills, you keep just spamming the same tiny set of boosters and one or two damage dealers..
So when the action dies, what is left? Loot. Loot. Loot. That is my beef with the games of this genre -- they remember Diablo for the loot, not for the action. Instead of making action great, they give you mointains of loot (obviously mostly crap) to filter through. And that too gets boring when you just find way too much loot. Then it almost feels like silly inventory micromanagement from starbound, terraria, and the like.
I'm somewhat interested in developing an ARPG, but the approach I'd take would be a little different. Action first, ignore loot. Just a handful of weapons in a few weapon categories. Pick a weapon, make sure combat is fun enough with just that weapon. It needs some depth, and the enemies need variety; basic combat on its own should stand as fun. Combat needs to be more than just clicking an enemy.
Create some skills, and make sure they all stand on their own in combination with basic combat. Then focus on the enemies: make combat dynamic, full of changing patterns, and different types of enemies that call for different types of skills, different ways of moving through the battlefield to evade attacks or reach targets, or to break up the horde of enemies into more manageable chunks.
Make sure there are multiple sensible ways to combine skills for a variety of purposes -- maximum damage potential against single, heavy targets. Or large area of effect against mass-like hordes. Or fast attacks against quick-moving, hard-to-hit targets that come in rapidly. Skills to boost other skills as well as basic attacks, with different outcomes.. skills to move around and evade. In all that, there needs to be strategic depth. The repertoire of enemies must call for strategic depth, to keep the combat interesting and to give the skills a purpose.
At that point, the action should be engaging enough on its own to make the game worth playing. Otherwise do I really want a game that's just hacking and slashing enemies for hours? The basic, core gameplay must be lots and lots of fun.
Then the story, the loot, the atmosphere & immersion, the exploration, all that should be the icing on the cake. Not something to be neglected, for sure. But if the point of an action heavy game isn't the action but the loot, we really went wrong somewhere. And that's how you end up with a game that becomes a slog. Especially when the only thing you play it for (loot) gets boring too...