There have been hundreds of action role playing games, probably thousands, since the first Diablo launched in 1997. I remember heading to a PC cafe to indulge and marveling at, well, everything!
Since then, the genre has taken some interesting twists and turns – and to a degree some forks in the road. Some have bridged back, some pruned, and some flourished. What we’re left with is effectively 3 main streams.
- Diablo 3 – RoS. The “fast food” of ARPGs. The original launch is best forgotten, and what we have now is a rather well-integrated, drop-in/out, meta-of-the-season approach.
- Path of Exile. The “hardcore” of ARPGs. This game requires a community approach due to the trading / RNG mechanism and is F2P done right. Only WarFrame has more systems maintained over time.
- Grim Dawn (Titan Quest). This is the middle ground where you have complexity, integration, modding, and the general foundational systems of ARPGs present. Frankly, I’d consider this the “trunk” of the ARPG tree.
I have not talked about Lost Ark here because it’s a much different game that has more in line with a branch that is frankly being pruned – the mobile ARPG. These are games with extremely simple interfaces, minimal choice, and an RNG upgrade path that is supplemented by a cash stop. There are certainly whales willing to play these games, and feel free to navigate them ethical waters. I’ll get back to this…
The key bits that set ARPGs apart:
- There is moment-to-moment activity
- There are levels, and character customization over time
- There are multiple item slots, variety in said slots, quality that impacts power, and synergy between said items
- Most of the game focuses on RNG, both in zone layout, monster spawning, and most certainly in item drops
- There is the option for increased difficulty, which also increases RNG factors
- There is a “long tail” progress system with logarithmic gains (e.g. you quickly gain power, and later on power comes more gradually). This makes the game relevant for years.
Diablo 4 is out, and it does cover the first 5 bullets in this list. There are going to be multiple balance patches for the next 6 months as people find new and interesting ways to exploit the foundations of the game – that’s expected.
The larger questions remain around the “long tail” portion of the game, which were frankly non-existent in Diablo 3 for nearly 2 years. Well, I’ll caveat that in that the end game was farming the auction house. RoS brought it to rift farming. PoE has map farms. Grim Dawn also has a sort of map farm. It will take some time before Diablo 4 figures out that dance.
The very interesting (to me) part of Diablo 4 is less about the gameplay and more about the mobile ARPG aspect – namely the cash stop and monthly passes.
- The game has a box price of $70
- There’s a seasonal pass, with paid and free tiers. Paid unlocks more cosmetics, provides gold/xp boosts, but no “concrete” power.
- There’s a cosmetics shop with the natural shennanigans of using another currency for items so that you always never have enough to have a zero balance.
- The items in the shop are hovering near $20-$25. I can quite literally buy game of the year candidates for that price. These are macrotransactions.
This is an interesting experiment for Blizzard. Clearly Diablo costs money to run and maintain, and there’s always an opportunity to milk out some folks of extra cash. Ubisoft has been doing this for years, and EA has no real shame in this space.
However, the Diablo crowd is different – or perhaps more accurately the ARPG crowd is different. The game has the value, less the window dressing. If the moment to moment stuff doesn’t work, or there is no long tail, ARPG players just won’t stick around… there are simply better options out there today. It will be quite interesting to watch how this develops over time.