Some thoughts on Diablo III’s latest developments

Blizzard used the Blizzcon opening ceremony to announce a bunch of new stuff for Diablo III. The biggest news is that the fan-favorite Necromancer will be added to the game as a special DLC pack, but there will also be a number of smaller additions as well, including two new areas and some quality-of-life improvements to the UI. Initially, I was excited by this news. The Necromancer was one of my favorite characters in Diablo II, and I’d love to have a chance to play him again. But my excitement was short lived, and I’ve been trying to figure out why that is.

I think the bottom line is that there’s nothing left for me to do in D3 now that I’ve reached level 70 with almost every character. I could keep going in order to rack up paragon points, but that whole system feels bland. The points themselves feel like naked game mechanics, and it’s hard to see them as achievements when they’re shared among all your characters. I don’t particularly enjoy doing rifts or even bounties. They both feel pointless after a while. In Campaign Mode, you have a purpose; in Adventure Mode, you’re just grinding for the sake of grinding. It’s bearable when you’re leveling and getting new abilities, but once you’ve unlocked everything, it becomes tedious. I’d probably enjoy it more if I were more invested in the loot hunt. This isn’t because I think the items are bad or uninteresting. I’m just reluctant to spend hours and hours and hours killing monsters in the hope that I’ll be favored by the RNG. The investment is too steep, and the reward too nebulous.

This isn’t to say that D3 is a bad game. Far from it. I’ve spent over 430 hours in Sanctuary, and I enjoyed every minute. But my taste in games has changed since D3’s release. My focus now is on story-driven games where the replayability comes from your choices rather than your loot. That’s why I love Pillars of EternityPlanescape: Torment, and Skyrim and I’m stoked for Torment: Tides of Numenera and Tyranny. Part of the fun of rolling a new character in those games is being able to make a different set of choices and seeing how they play out in the gameworld.

Unfortunately, D3 is severely lacking in the story department. The plot itself is nothing spectacular, but there are ways to compensate for that. After all, Skyrim has a rather generic plot, too.  But it’s less of an issue because there’s so much else to do. I’ve played Skyrim with five different characters, and each playthrough has felt different from the others. Sometimes, it feels like I’m playing completely different games. In D3 on the other hand, every playthrough is more or less the same. Sure, you might get different random events, but there will be no meaningful differences between each playthough. Obviously, D3 is not going to have as much content as an open-world game like Skyrim, but Blizzard could have added a lot more plot-related diversity. Looking back at the developers’ pre-release comments, it seems they were originally planning to include a lot more story content, but those ambitions went unrealized. Without more story options, there’s not much to keep me invested in the game given my antipathy toward grinding.

Despite my bellyaching, I’ll almost certainly buy the Necromancer pack when it comes out. It’ll give me an opportunity to reach level 70 with a new character, and The Physicist and I can have some fun with him in multiplayer. I’ll probably try Campaign Mode again as well just so I can have a sense of purpose. But that may be my last visit to Sanctuary for a while.

*SPOILERS* Thoughts on the Torment: Tides of Numenera beta

WARNING: SPOILERS AHEAD!

For almost three years now, I have been eagerly following the development of inXile Entertainment’s new cRPG Torment: Tides of Numenera. It’s been a long road, and the game’s release has been repeatedly delayed (though, as a Diablo fan, I’m no stranger to long waits!). Happily, TTON is now in beta and players can experience a sliver of the game for themselves. So far, the omens look good.

First, a caveat: TTON is very much a work in progress. This is not like Diablo III where the beta was more less identical to the finished game. InXile still has a lot of work to do. In some cases, entire areas have yet to be implemented, and the game is quite buggy (though the first beta patch has made things better). 2016-01-31.png

TTON is a spiritual successor to the critically acclaimed Planescape: Torment. It’s set in the world of Numenera, a science fantasy RPG created by industry veteran Monte Cook that is set on earth a billion years in the future. The basic premise of Numenera is that eight hyper-advanced civilizations have come and gone and a ninth is just beginning. Although these prior civilizations are long gone, remnants of their technology remain (these are the titular numenera). Most Ninth Worlders view them as magical, though the clever can sometimes use them in new and inventive ways.

The beta comprises the very beginning of the game, including character creation and the first town. You play the role of the Last Castoff, and your body was originally created to serve as a vessel for the Changing God, a mysterious figure who has figured out how to use the numenera to transfer his consciousness between bodies. When he leaves a body, it gains a consciousness of its own, and these ‘castoffs’ can then go on to lead lives of their own.

TTON takes an unusual approach to character creation. Most cRPGs make you allocate stat points and choose feats before the game begins. This approach makes a certain amount of sense, but it’s also rather artificial. But in TTON, the choices you make during the tutorial phase help determine the Last Castoff’s characteristics. It’s a more organic approach to character creation, though it may prove frustrating for dedicated min-maxers since it’s not always easy to predict the outcome of your choices. This also gives the tutorial stage some real replayability–one of the biggest annoyances in Baldur’s Gate and Baldur’s Gate II was that the tutorials felt repetitive after the first playthrough.

TTON does a good job of implementing Numenera’s unique mechanics. Characters have three point pools (Might, Intellect, and Speed) that function like a combination of ability scores and hitpoints in D&D. Broadly speaking, any task in Numenera involves one of those pools, and you can spend points from them in order to reduce the difficulty of a task. For example, if you are attacking someone with a sword, you can use points from your Might pool to make it easier to land a blow. Points aren’t just for combat–you might use Speed points to pickpocket a nobleman or Intellect points to bluff a guard. While it can be tempting to spend points freely in order to make tasks as easy as possible, you have to be careful that you don’t deplete your pools. Spent points can be recovered, but that requires a rest or the use of certain items or abilities. Unfortunately, TTON doesn’t do a very good job of explaining these concepts. If I hadn’t already been familiar with them from the pen-and-paper version, I think I would have been rather lost. Fortunately, this can be remedied with the addition of a few tooltips.

The beta allows players to experience several ‘Crises.’ These are one of the more unique features of TTON. They’re basically challenge scenarios, and unlike the rest of the game, they are turn-based. I had misgivings about this when it was first announced, but having tried it for myself, I can see the wisdom of their decision. Combat in Planescape and Baldur’s Gate was never actually real-time since you had to make liberal use of the pause feature in order to command your party, so it makes a certain amount of sense to just go ahead and make it turn-based. It certainly makes for a less frustrating experience.

The designers are trying to make Crises as multidimensional as possible. For example, after you complete the tutorial portion, you and your companions are accosted by a group of thugs who have come looking for the ‘falling star’ (i.e., you). At first glance, it looks like a straightforward combat encounter, and that’s how I played it at first. But when I went through it again, I chose to surrender. I half-expected to get a game over, but instead I ended up in a different area without suffering any ill-effects. In fact, I’m pretty sure I received more experience points for surrendering than I did for fighting. Since I left the lead thug alive, I was able to help him out later on (he’s actually not a bad guy), and I was rewarded with additional XP and a cool item.
One of the best things about Planescape was its pervasive sense of weirdness and wonder. It’s a place where you can talk to a letter in the divine alphabet and help an alley give birth. Fortunately, the Ninth World is just as strange as Sigil. There’s a cool moment early in the beta when you stumble upon a pair of whirling pink cones. If you touch them, you’re rewarded with a vision of an alien landscape. It’s not clear that this has anything to do with the game’s plot, but I love it because it shows just how weird the Ninth World can be.

Things only get stranger from there. You see a man being executed by being wrapped in his own words made flesh (did one of the designers hear John 1:14 in church one day and start daydreaming?). You encounter members of a cannibalistic order that can experience the memories of those they eat (they’re actually a reasonably friendly bunch). You find a fountain of squirming fish-like creatures that speak in dead languages. If the rest of the game is as weird as the beta, TTON will be just as memorable as its predecessor.

Aside from the glitc2016-02-20.pnghes and bugs, TTON appears to have a solid foundation. But I do have a few minor complaints. For example, at one point I died (like in Planescape, you’re immortal, and you simply respawn when you die), and I ended up in a totally different part of the city. There is no world map or fast-travel feature, so I had to spend a lot of time running around in order to find my way back to where I needed to be. At the time, I happened to be in the middle of a quest to save someone from execution, and I wasn’t sure if I had time to explore since one of my companions kept reminding me that the condemned man would soon be dead. Happily, inXile appears to have taken steps to fix this in the first beta patch. After dying post-patch, an NPC gave me directions to get me back on track. But his directions were connected with a specific quest, and I don’t know what would have happened if that quest hadn’t been active.

I also wonder if TTON wouldn’t benefit from a bit more combat. While Planescape was less combat-oriented than Baldur’s Gate or Icewind Dale, you could find opportunities to fight if that was your thing. In TTON, on the other hand, combat is rare indeed. During my first playthrough, I only fought a handful of times, and they were all set-piece fights (according to the TTON website, there will only be a dozen or so Crises throughout the entire game).  I realize that the designers really like the idea of hand-crafted Crises, but I kind of missed the trash mobs since they added a bit of variety to the gameplay. I’m not saying that TTON needs to be a hack-‘n-slashfest like Diablo III, but it could have something like the random fights with the Hive thugs that you’d encounter in Planescape. I probably shouldn’t hold my breath–the developers have made it clear that they want to keep dungeon crawls and trash mobs out of TTON.

So those are my thoughts on the TTON beta. It’s a solid game with a lot of promise, and I’m even more eager for its release than I was before. Unfortunately, there’s still no word on a release date, and judging from the rough state of the beta, it seems that our vigil may be far from over. But with any luck, we’ll have an excellent game at the end of it.