Why Diablo IV Is an MMORPG

Good Morning Friends! First I wanted to start off with a quick notice that if you have the Battle.net client, you can begin preloading the Diablo IV Open Beta now. Technically you could begin preloading yesterday afternoon, but suffice it to say by the time you read this post it will still be available for loading. The Open Beta itself begins tomorrow at 9 am PDT, and I fully expect that the servers are going to be wildly overloaded again. I would not take off work to play in this beta, because more than likely the first 24 hours are going to be unplayable. However, I do suggest that if you have been interested in Diablo and ARPGs in general, you give this game a spin to determine if it works for you personally. I definitely do not hate this game, but when I shared my thoughts earlier this week I largely shared that it just was not the game I was expecting it to be. Since it is a rather expensive purchase and since the refund policy on Battle.net is not as clear and hands-off as it is on Steam, you might as well try it while it is free.
Sometimes content lands in your lap. This happened to me last night when my good friend Wininoid asked me why exactly I thought Diablo IV was more of an MMORPG than an ARPG. This caused me to really clarify that stance, and I thought this morning I would share some of those thoughts with you. You can of course just read the short-form response, but you can only cram so much nuance in a 500-word reply.

The Character Creator

A fairly robust character creator
I guess first let’s start with the character creator. This is not exactly something that I associate with an ARPG, though I would dearly love them to offer more options. Please note that none of the things that I am going to highlight in this post are necessarily bad things, just what I would consider trappings of an MMORPG. In MMORPGs, I absolutely expect to have a pretty robust character creator, and the Diablo IV options would align to the bare minimum that I would expect for that sort of game. I created a “beefcake murder hobo” as I called it but one that aligned well enough with my sensibilities. Black hair and a beard, and has some sort of nonsense going on over the left eye… which is effectively the minimum requirement for being a “Belghast”. ARPGs would be so much better if they offered character creation options, but given that most do not… and even more, have gender-locked character classes… I am going to throw this in the bucket for MMORPG traits.

Open World and Passive Player Interaction

Other players in the world with me, with no ability to play solo
Next up we are going to flow into a “twofer” in that this game features an Open World with at least theoretical seamless shifts between towns and the surrounding areas. More than this however when you are out in the open world, you are surrounded by other players who are also taking part in content alongside you. The game features permissive tagging, in that you can help fight creatures and you will both get credit for the kill and your own copies of any rewards that come from those fights. Of note what I mean is that without formal grouping, you can actively participate in content with other players and there is no way to turn this off that I am aware of. You cannot venture forth into the world completely alone and you will always be at least indirectly impacted by the actions of other players and be competing at least passively for kills. This is not something that I associate with MMORPGs. Occasionally there are shared hub environments like the cities in Path of Exile, but once you start venturing forth you are doing so only with your party. Passive interaction with other players is a tenant of the MMORPG genre, so I am throwing this trait in that column both for the big open world with seamless zoning and the forced existence of other players in your world. Of note I consider Lost Ark to be an MMORPG, not an ARPG because it also has all of these traits and there have been folks calling Diablo IV a Lost Ark clone.

Respawning Mobs and Events

An event that respawns on a regular interval
Here come another two traits that are connected. In an ARPG you generally clear maps from one side to the other and the only time you ever see something respawn is when it is directly connected to some sort of a ring event. In Diablo IV while you are venturing into the open world, everything respawns. If you stand still in an area long enough, the same static spawns will keep popping back up. This has led players to just hang out in the location that a named mob spawns, and farm it over and over. This is absolutely a trait that I associate with an MMORPG because traditionally an ARPG is more map-based with its own population of spawns and you can clear from one side to the other without seeing any of it repopulate. Sure there are ways to FORCE a respawn in an ARPG, but these generally are centered around discarding your current map and forcing an entirely new map with all of its spawns to appear, not just single packs. The other piece of this is that Diablo IV has zone events that happen in fixed locations and on a reoccurring schedule. In the above screenshot, there is an event centered around filling the pillar with blood by killing monsters on top of specific pads. If I roam around that same area long enough, I will keep encountering the same event. Again if there are players in that area you all can participate in that same event or even stand around and farm it over and over. This again is a behavior that I associate with an MMORPG and not an ARPG.

Hub and Spoke Side Quests

A side quest asking me to go to a location and kill something
This one gets a little hazy to be honest because it isn’t like I’ve not encountered this behavior in ARPGs before but it is more the totality of the features rather than a single trait in particular. Diablo IV progresses in a hub and spoke model when it comes to questing. The central quest will lead you to various areas of the map, and once appearing in a town a bunch of blue exclamation marks will show up offering you side quests that continue to force exploration of the surrounding area. These quests align with the central tropes of an MMORPG such as:
  • Kill X Monsters
  • Collect X Drops
  • Go to Location and Kill Specific Monster
  • Go to Location and Collect Specific Thing
  • Take Item from Point A to Point B
In truth, MOST quests in any game align with that model, but again it is the totality of traits and not any single trait. The same could be said for The Witcher 3, because its questing also feels very MMORPG at times.

Predictable Equivalent Loot

Loot drops from a named monster, that effectively aligns with the same types of drops every time.
This one is probably a little esoteric but hopefully, you can follow me. When you kill named monsters and open chests in Diablo IV, you seem to get roughly the same loot quantity every single time. For example, every time I killed this monster I got an amount of coin, two yellows, two blues, two whites, and the potential for a single legendary item. Chests similarly drop roughly the same items every time and the only real difference is based on what type of chest you are looting. Fixed loot tables and the regularity of loot drops absolutely tick the MMORPG checkbox for me.
A sequence of lucky drops in Path of Exile
In a traditional ARPG, it is a complete crapshoot that you are going to get on any given map. The potential for drops is more tied to a specific zone and less to specific encounters… apart from intended zone bosses. Drops are very feast or famine and you live for those big loot explosions. I’m sharing an example of a very lucky explosion of loot from Path of Exile for reference, but I saw something like this maybe once in every ten maps… rather than something that was predictable on every single outing. Sure it is mostly just a difference in methodology because it isn’t like I am getting MORE loot… I am just getting it all at once rather than rationed out in equidistant drops. I definitely associate predictable loot as an MMORPG trait.

No Map Overlay

Map Overlay Shown in Last Epoch
Now this one is more of something that it is lacking and less something that it features. I have come to associate ARPGs with playing with my map up at all times so that I know where I am going. This is more a case that the individual combat interactions are less important than the totality of clearing a map or finding a specific exit. When I am playing Path of Exile, Last Epoch, or Diablo II… I am essentially playing with the map overlay at all times. My eyes are sort of fuzzed out a bit watching what is happening with the actual encounters but also the lay of the land at the same time.
A More Hand Drawn an Immersive RPG style map in Diablo IV
This is not something that you can do with Diablo IV. When you bring up the map you get the traditional MMORPG opaque “hand-drawn” feeling map with fog of war for areas that you have not discovered yet similar to World of Warcraft. This sort of map is absolutely something that I associate with MMORPGs because while helpful, it is nowhere near as mechanically functional as the overlay. ARPGs tend to be more about mechanics and combat interactions than immersion and roleplaying… and Diablo IV absolutely seems to be trying to focus on immersion and story over raw mechanics. Again these are things that I chiefly associate with the MMORPG more than I do with the ARPG.

Factions Grind and Alternative Currency

The Purveyor of Curiosities Vendor allows you to spend “Obols” gained through events and quests.
Every region of the game has a faction associated with it. Completing quests and events in the area rewards you with a currency called Obols and standing with that faction. Over time you gain benefits by raising your ranks with that faction at specific predetermined break points. The currency is used to buy items from a gambling merchant located in each area called the “Purveyor of Curiosities”. While this maps pretty closely to Kadala and Blood Shards from Diablo III, the gaining of factions with groups of NPCs and the collection of alternate currencies are absolutely things that I primarily associate with MMORPGs. Faction grinds in general… are not something that I generally see in ARPGs. Instead, I am more used to trying to keep doing harder and harder content for better rewards, rather than accumulating an amount of renown to unlock something.

None of this is Necessarily Bad

Completing a Stronghold with Other Players
Again I am not necessarily saying any of this is a bad thing. However, these are the reasons why I have said this is more akin to an MMORPG like World of Warcraft than an ARPG like Path of Exile. We also have no clue at this point what the end game for Diablo IV is going to look like. I am not thinking it will really scratch the itch for the folks who live by the schedule of the Diablo II Ladders, Diablo III Seasons, Path of Exile leagues, and eventually Last Epoch Cycles. I might be completely wrong however and there may be systems within systems that we have yet to see. What I see is an MMORPG masquerading as an ARPG, just like Lost Ark is doing the same thing. I’ve often wondered what it would be like to have World of Warcraft redone in the Diablo universe… and in truth, I guess we now have that answer. To be fair Diablo Immortal did most of these things so I legitimately should have set my expectations accordingly.
Completing some of the story content in Diablo IV
I don’t even think that Diablo IV is a bad game. There were absolutely some parts of it that I really enjoyed. However as I said at the start of this post, sometimes content falls in your lap. After getting the question from my friend I decided to further expand upon why I think Diablo IV is an MMORPG, and I think at this point I have done so. I would have liked to have seen something that more directly continued the lineage of Diablo and created a product that could compete with the current king of ARPGs… Path of Exile. Ultimately I am getting that in the form of Last Epoch, but I wanted to see what Blizzard had to offer in that genre as well.
I highly suggest that you don’t take my word with any sense of finality. This weekend you have your chance to get into the game free and try it out. Maybe the clicks in ways that I did not expound upon, and I would love to hear your thoughts after having played it yourself. I am likely going to be playing some more of it myself. I suggest you save the rush and preload it today. I think I am probably in the minority with the amount of side-eye I am throwing at the game, because for the most part everyone seems to be enjoying it. The post Why Diablo IV Is an MMORPG appeared first on Tales of the Aggronaut.

Magic Blue Smoke

Good Morning Friends. This is going to be a bit of a light spoiler day because yesterday I caught up with the last few Marvel movies that I had not seen. First I finally got around to watching Black Panther Wakanda Forever. I was not entirely certain how a film without Chadwick Boseman would go, but in the grand scheme of things I think it went pretty great. I’ve always liked Shuri, but what I really liked was the quirky scientist character she was allowed to be. Shuri as Panther was also enjoyable but did not feel as uniquely “her” for lack of a better term. I thought overall the film was enjoyable but lacked the clear focus that the first film had. I think that is the problem with the current crop of Marvel films… they feel like they don’t quite know what exactly they are building towards. The highlight of the film for me was further world-building and seeing both Namor and Talokan.
Ant-Man and the Wasp Quantumania was another big world-building movie bringing us finally to the Quantum Realm. Again I think that the movie itself was fun, but lacked a lot of the focus that the earlier outings had. It sorta felt like a D&D campaign where your GM just kept throwing new faces and locations at you without giving you much in the way of the backstory behind any of them. We know Kang is a big bad because we have been told over and over that he is a big bad, but it feels like it isn’t something that has necessarily been earned. For Thanos, we saw the effects of him long before he took the field, so, as a result, he was a bad guy that we fully grasped and respected without having to keep explicitly stating that “this dude is really powerful and bad”. I enjoyed the spectacle of the movie and the settings… but it doesn’t feel like we got enough time with any of it to really matter before booping us back to reality again.
In electronics work, there is a term called “Magic Blue Smoke” that happens when you phenomenally screw something up. There are usually some sparks, the air is filled with the smell of ozone, and a little puff of blueish-grey smoke billows up from the object. After this point, it is completely dead and no amount of poking and prodding is going to bring it back from the dead without replacing some major components. I feel like the Magic Blue Smoke has left the Marvel projects, and while they are interesting spectacles they are missing both the core focus that the pre-endgame sequence had and also missing a lot of the heart. I think this is what happens when you truly stick the landing and complete the story in a largely satisfying fashion, and anything more just ends up cheapening the experience. I’ve felt this a few times before with franchises, and I think Marvel as far as movies go is “done”. I still enjoy them for what they are, but the magic is gone and I am uncertain it will ever truly come back.
I feel similarly about Final Fantasy XIV and how Endwalker was the extremely satisfying conclusion to a ten-year journey. I’ve struggled with returning to the game because I no longer have that narrative driving me forward and making me want to crave more knowledge. FFXIV is still a technically competent game and I am sure will keep producing interesting content, but the journey I was on has finished. I am uncertain what the next journey is going to look like, but they will need to hook me in the same way they did with A Realm Reborn in order to get me to commit to following the next one. I’ve reached a level of maturity in gaming to understand that is what is happening, and not that the game is somehow “worse”. In fact the game is probably in the best state it has ever been in, but the adventure I was on has finished.
Looking back with wisdom… I think this is ultimately what caused me to peel away from World of Warcraft. At the end of Wrath of the Lich King, the story had reached a conclusion and we had dealt with all of the “big bads” left over from the Warcraft RTS lineage. I know I struggled with Cataclysm but was never entirely certain WHY I struggled with it so hard. It was an expansion of changing the base world and lacked the big adventure aspect of the other expansions of going someplace we had never gone before. More than that however it featured a central story arc that I did not care about in the least. I’ve never much cared about the Dragon storyline and Deathwing just seemed like a convenient reason to revamp some of the older zones that were showing age. Arthas and Illidan were what kept moving me forward into new content, and with them forcibly retired at the hands of the raiding players… it felt like I had reached the logical conclusion of the game.
I think we’ve reached this point at least with Marvel where the best stuff is happening on the smaller screens. Loki, Wandavision, Werewolf by Night, Ms. Marvel, She-Hulk, and event the somewhat maligned Moon Knight are doing extremely interesting things. The movies just seem to lack the same spirit and creativity that is being played out in short-run series form on Disney Plus. I mean Star Wars has also suffered from this problem for quite a while where the Dave Filoni-verse represented the best and brightest of what was available for that setting, and the movies were hollow shells. Disney will always chase big box office gold, but I think maybe that era is over. I find myself enjoying the more focused and personal stories of the series. For a while in the Marvel films I have been waiting for another conflict to erupt that feels as good as the sequence that ultimately ended with End Game, but I am no longer certain it is coming. I think maybe that was a once-in-a-lifetime event, and now that it is concluded the entire concept of what a “Marvel Movie” is needs to change. I’ve seen a growing dissatisfaction on social media for awhile surrounding the Marvel releases, so I am pretty certain I am not alone in thinking the original focus of the films is finished. I am not sad that I watched either the second Black Panther film of Quantumania, but neither made me necessarily excited for what is to come. I am sure I will keep watching these films in the future when they come to streaming media, but I think I am done with the “going to the theater” phase of the Marvel cinematic experience. I am way more excited about what is happening on the small screen than anything I know coming to the big one. The post Magic Blue Smoke appeared first on Tales of the Aggronaut.

AggroChat #423 – Why Is Bel Laughing?

Featuring: Ammosart, Ashgar, Belghast, Grace, and Kodra
Tonight we have a bit of a short show as we had to punt several topics to next week since Tam and Thalen were out.  Bel talks about his recent adventures since the beginning of the year with the Library system and the Libby App.  From there Ash shares his experience using Character Questionnaires to drive character development in a tabletop pen-and-paper game.  Kodra talks about streaming a day of Celeste Strawberry Jam and his experiences playing the game with a pillowcase on his head.  Bel talks about what happens when a large Mastodon instance closes and over 17,000 folks have to relocate at once.  Bel also talks about his experiences helping to administrate Gamepad.club. Finally, we talk about times when games decided to break their world or remove large chunks of content and why it didn’t work.

Topics Discussed

  • Adventures with the Library System
    • Bel gets a Library Card
    • The Libby App
    • Gideon the Ninth / Harrow the Ninth
    • The Last Watch
    • Catching up with Dresden
  • Character Questionnaires are Amazing
    • Using a questionnaire to help build character development in tabletop games.
  • Celeste Strawberry Jam
    • Beginner Lobby
    • Kodra plays with a Pillowcase on their Head
  • The Death of an Instance
    • What happens when a large Mastodon Instance closes
    • Bel helping admin Gamepad.club
  • Breaking the World Does Not Work
    • Guild Wars 2 Living World Season 1
    • World of Warcraft Cataclysm
    • Evequest 1 to Everquest 2
    • Destiny 2 Removing Content
    • FFXIV ARR did Work However
The post AggroChat #423 – Why Is Bel Laughing? appeared first on Tales of the Aggronaut.

Dragonflight Launch Schedule

Good Morning Friends! I tweet-threaded some thoughts yesterday that I thought I would expand into a proper blog post. As we slide into the launch of the Dragonflight World of Warcraft expansion, I have to admit that I have some complicated thoughts about it. I immensely enjoyed my time spent in both Alpha and Beta testing. More specifically I thought the directed testing that took place prior to the start of Beta was extremely valuable because it set a clear focus for every play session. With those constraints, I set my focus on completing a single zone at a time and each week finished the task on at least one character. As a result at this point, I have largely seen all of the leveling content and enjoyed most of it.
Unfortunately without that direction and drive… when the game effectively turned over control to me, I struggled to find traction. Previously I was playing with a clear mission of testing the content and now that I was left to my own devices, I really didn’t have much forward momentum. I think on some level I just don’t find the World of Warcraft style of gameplay nearly as engaging as I once did. Over the last few years, my personal preferences have shifted more towards action combat and away from more strictly hotbar combat. I think this is also why my whole “level everything to 80” burnt me to a crisp in Final Fantasy XIV and why after finishing the main story there I have not really returned other than the stalk housing properties.
I think this is more a tale of shifts in my own tastes and less a tale of expansion quality. What I was able to experience and play through, makes me feel deeply like Dragonflight is going to go down as one of the better World of Warcraft expansions. I don’t think it will rank up there quite as high as say Legion, which now sits at the pinnacle for me, but I do think it is going to be better than a Shadowlands or Battle for Azeroth. The only thing that still concerns me is that the zones don’t feel anywhere near as intricate. Part of what I liked so much about Legion is that it took everything that Warlords of Draenor attempted and expanded upon them. I like zone events, treasures, and minibosses that all reward good stuff. Maybe there has been a micro objective pass that I have not fully experienced in-game, but last week when I was playing the world still felt very spartan.
I think there are a lot of interesting things happening with the expansion. While everything goes really hard on the whole Dragon thing, and you pretty much have to like Dragons to enjoy that deeply… there are enough fringe world-building things going on that make me wonder about the direction the entire game is going. I’ve never particularly cared about the Dragon Flights, and my interest in them cratered with Cataclysm, and how Alexstraza did not remember us from Wyrmrest temple when we were questing for her in Twilight Highlands. I feel like there are a lot of plot threads once thought resolved… are about to become unresolved again. What World of Warcraft has lacked is a clear story that carries forward from expansion to expansion and I hope this might be the beginning of that.
Mechanically I think the new talent trees are excellent. While they did not give me back my previous gladiator stance, left enough on the table for me to build a really fun protection warrior. I enjoyed Blood Deathknight and Protection Paladin as well, so it was going to be one of those expansions where I had trouble deciding upon a main. I probably would have landed back on the Warrior since it has such a special place in my heart. The bigger challenge would have been to determine if I was going to play the OG Belghast which is a Human, or the more modern Belghast which is an Orc. While I like the general community Horde side quite a bit better, I have to say I will probably always have strong Alliance leanings.
This time around there is this interesting staggered launch, where as of this past Tuesday the pre-patch landed featuring the new talent trees and a precursor questline. On the 15th, in a few weeks the new race/class will be playable. Then the 28th the official launch day happens with the gates opening on the Waking Shores. This all makes me realize that I will not be playing Dragonflight at launch, in spite of largely enjoying myself in testing. I know that with a World of Warcraft expansion there will be a certain measure of FOMO associated with it. My entire social timeline will likely erupt in nothing but Warcraft talk for a few weeks, and honestly, I look forward to seeing everyone geeking out on the game. I also know that it is highly unlikely that I will be joining them.
Even if we push past my complicated feelings about Blizzard, I am just not sure this is the game I want to be playing right now. I have a lot more games that I would rather be devoting my time towards, given that it is very unlikely that I would want to be raiding anyways. I have a long list of things that I would like to accomplish in Guild Wars 2, and I would like to give Final Fantasy XIV a chance to enspell once again with the post-Endwalker story. I am just not really connected to the World and story of Warcraft anymore, and while I have guild families that would accept me back… I also don’t really feel that longing to join them right now. I do know enough people who are wrapped up in the game though that I truly hope this is the good expansion that I think it is going to be for them.
In the short term, I am still deeply engaged with my New World reroll. It features that action-style combat that I seem to be favoring right now, and last night I dinged 60 and started working on gearing. I also ran through a dungeon with the guild which was extremely fun, and I am hoping as folks level we can do some of the interesting outdoor content that is focused on a single team. I think on some level I need to reach a place where it is okay for me to wave from the sidelines as the float goes by. There is a version of me that would absolutely be trying to claw my way up onto the float to keep the excitement rolling… but instead, it is probably way more healthy to set my own interests and my own pace. So for now as we approach the Dragonflight launch, I will be waving at you all from the sidelines. The post Dragonflight Launch Schedule appeared first on Tales of the Aggronaut.