The Rust Belt
  1. God, I Think I Started to Hate the Diablo Formula

    Click, missed, click, missed, click, 48 dmg, click, mana potion, con­trol, click, missed, click, 89 dmg… Repeat this pat­tern for end­less hours, mix it with occa­sional con­ver­sa­tions with game char­ac­ters, add a sim­ple trad­ing sys­tem. Ladies and gen­tle­men, meet “Divine Divinity”, a clas­sic fan­tasy hack’n'slash title from 2002 that revealed to me a fright­en­ing truth about my hum­ble per­son: I have started to hate games that offer noth­ing more than hours of mind­less clicking.

    The game is quite pretty, with detailed, two-dimensional back­grounds and sprites. The story, set in the land of Rivellon, is a stan­dard fan­tasy tale with rea­son­ably con­vinc­ing mythol­ogy and plot. Unfortunately, the game itself is tedious and dull. It does not test your man­ual skills, it does not pose any kind of intel­lec­tual chal­lenge, either. Click to hit, click to move, click to use a potion, click to move again. Do it repeat­edly. Make sure you have the best armor and weapon avail­able, check if you packed up enough heal­ing and mana potions. Embark on the fan­tas­tic jour­ney of count­less clicks. Try not to fall asleep in the middle.

    It is not pos­si­ble to engage me with game­play of this sort. Not any­more. It was OK a decade ago when “Diablo II was still fresh. Then my inter­est in this type of games started to fade quickly with “Torchlight” being the first game I almost dropped before fin­ish­ing the main plot. There will be no “almost” with “Divine Divinity” as I am not going to see the final boss. Lord of Chaos, praise his dark cheesi­ness, is saved.

    When you design a game that demands spend­ing most of the time on fight­ing hun­dreds of mon­sters, the com­bat sys­tem must be inter­est­ing on its own. It alone needs to be worth run­ning a game just one more time. It needs to offer some­thing that gets you hooked for the sake of play­ing. It may be just dif­fi­cult (and sat­is­fy­ing) man­u­ally, it may involve tac­tics and turns but what­ever it is, tt has to look like a series of attrac­tive mini-games that keep you going long enough to reach the end of a dun­geon or fin­ish a quest. “Divine Divinity” does not offer this type of incen­tive at all. You could just click ran­domly with your com­puter switched off instead and the level of sat­is­fac­tion pro­vided would be similar.

    I know the game has its fol­low­ers and I think I under­stand what attracts them. But I am not becom­ing one of them. I am leav­ing Rivellon for good and I am not com­ing back. What is worse, I am prob­a­bly skip­ping “Diablo III, too, because its for­mula will prob­a­bly bore me to death.

    Screenshots fol­low.

These are brave souls that commented so far

Please note that comments are numbered with unique ID numbers that allow to identify them accross the whole web site instead of just one article.

  1. 115 by orli­nos website

    You are get­ting old. ;-)

    I always thought that fight­ing hordes of sim­ple ene­mies was a way of test­ing only the qual­ity of the character’s build – not the dex­ter­ity of the player himself.

    I believe it still works in text rogue­likes, but they do not waste player’s time with long, bor­ing spell or death ani­ma­tions and pro­vide more of an int­elec­tual challenge.

    Simple RPG-like cus­tomiza­tions also work in games like Resident Evil 4 – but they are not their main point.

    Myself, I have been try­ing to fin­ish Diablo II for sev­eral last years. A funny thing, I have com­pleted the orig­i­nal numer­ous times – and DII is so much bet­ter in all respects. But it just gets too bor­ing to con­stantly click…


  2. 116 by The Rust Belt website

    Sure, I am get­ting old but this is more about this sud­den real­iza­tion on how point­less this type of game mechan­ics is.

    I will try to elab­o­rate on the sub­ject next week as I have spent some time think­ing about it and even formed a small the­ory of sorts.


  3. 117 by orli­nos website

    I am wait­ing for the next week. Simple hack’n’slash games are soap operas of gam­ing – I think they are meant to be played rather pas­sively, only click­ing and check­ing your inven­tory every time and then.

    Judging by their pop­u­lar­ity, the mechan­ics are still quite ok – espe­cially for younger players.

    Even much more demand­ing FPS shoot­ing can also get bor­ing – I remem­ber how I changed my way of play­ing when I bought SWAT 3 and 4. I mostly took care of the tac­tics all the time, let­ting my men do the shoot­ing. Refreshing.


  4. 118 by The Rust Belt website

    Good points, I will include them in what I want to write. In the mean­time I have two other posts wait­ing in the pipeline so I can­not promise any­thing before weekend.


Leave your rusty feedback