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October 30th, 2009, 20:13
Well I think it's interesting that ARPGs have more or less precisely the same design incentive as MMORPGS (or maybe that should be reversed). Both are designed with the "one more drop, one more mob, one more level" series of hooks in mind. Both run out of steam near the end/endgame for all but a few of the more hardcore players, who must have the best gear and engage the toughest encounters. For everyone else, once the gear you have is about the best that you can get with the time you have, and you've messed around with all the talents and skills, and you've traveled to just about every area, you are more or less left bored.
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