What is this thread?
-This thread is an attempt to discuss the system of ARPGs, what makes them fun, what features make it not fun (not every idea that adds depth/ complexity should be integrated at the cost of enjoyment.), and what you personally have been waiting for an ARPG to do, to rid the world of the cookiecutter standard, and breathe new life into the genre.
Note; TL:DR, just go ahead and read the first paragraph, then comment what comes to mind.
What I personally want in an ARPG, and what I plan on doing to Insanity to bring my vision to life;
I can only auto-attack so many times, can only use stat-damage and stat-tanking for so long, before the fun in having big numbers dies, and all i’m left is the gameplay itself.
This game does well. It has fun ragdoll physics, colliding effects, Decently designed boss fights, that do require your understanding of their script (at which point, stats mean nothing, you needn’t take but only a single hit from his Aetherzap.), and a wide diversity in monsters.
The feeling I can’t shake though, is we truly have done all of this before.
This game implements decent features like Devotion, Factions, Bounties etc, but i’m not talking about the features. I’m talking about the combat itself. I’ve leaped, charged, invoked, conjured, used, thrown, fired, created, and have done every quest this game has to offer in other games. The action is down to earth, mature, and very reasonable. But i’ve played reasonable. I’ve beat reasonable, and have done so many times before.
The reason I’m making insanity;
This is a fantasy setting. It’s supernatural, so why is the combat so down to earth? I want to be a god. I want to fight other gods.
I want Grim Dawn Michael Bay mod. I want to charge in at speeds only capable of a god. I want to use magic spells that only a god could reasonably acquire. And I don’t want to keep fighting the same auto-attacking chumps. I want to fight other powerful gods and their minions. I want to strike with speeds you really cant even see, but then dodged or blocked by someone of equal power. Then I want him to throw me on the ground and send a lightning bolt onto my toon to critically injure, but then my own skeleton king to charge him an throw him into a wall. I want climactic god battles.
[SIZE=“3”]But I absolutely LOATH the RNG in these games.[/SIZE]
It’s plain not enjoyable to kill hordes of monsters for hours, finding everything from the oven to the kitchen sink instead of the item I want. In an ARPG, I want there to be a clear goal on how to obtain more and more power. In insanity, I’m making a large number of Exclusive items that only certain enemies possess, and making the droprate relatively reasonable based on its power.
And with Insanity’s very very fast progression rate, I have made new NPC’s who will sell gem’s that grant procs, at lvl 15, 30, 40, 50, 60, 80, and 120 (raised level caps) respectively. Another merchant will sell a wide variety of cooldown skills that can be inserted into medals at lvl 30 and lvl 60. This means you will have a theorycrafting playground, so you will be covered in theorycraft building item procs and oskills. The goal is obvious (grind till you can buy and use the gem at the specific level), and you know how to work toward it.
This solves my frustration with the RNG being entirely out of the players hands.
what I feel endgame should look like;
So you’ve beaten the game, and have gotten max level. What now? I feel like there should be a level of endgame so so so very deep and difficult, you can stay engaged in looting up inferior uber monsters. But I want you to have access to all the tools necessary that will make him still very possible. Incredibly difficult? Yes. But very possible (and possible with most builds).
In insanity, i’ll do exactly that. Their will be a huge boss chain-of-command to sort work your way up to. It won’t be easy, but I will avoid instagibs.
For my last theory; early game.
Early game in most ARPG’s is like looking at an incredible mess that you have to clean up. It’s not fun. The prospect of spending hours on the grind sucks. Most games and modders give you an apple, 100hp, a stick and loincloth and tell you to make your way through similarly harmless monsters. I want to feel incredible from the beginning, and only improve from there.
In Insanity, once you get your first skill, you will BLAST your way through the game, fighting tougher and tougher monsters, and finding exponentially powerful loot along the way. I’m giving you The Force, a Lightsaber, and Gandalfs supply of magic spells from the beginning, so you needn’t trudge through the game with combat being the equivalent of two cats playing pattycake.
What have YOU personally wanted in a game. It can be ANY aspect of an arpg. Maybe us modders will learn a thing or two from all you others.