this post was submitted on 22 Aug 2024
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Diablo
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Why is that not a problem?
Why would it be a problem? It’d be laughably easy if the mobs stayed the same as they were when you start the game at lvl 1.
Because if they level with you then there is no feeling of getting stronger.
It is the oldest trick in the bock to have different areas with different level requirements. First area is 1 - 10, second 10 - 20, third 20 - 30.
So if you are level 1 in the first area you feel challenged. Maybe with level 7 you stumble into the second area and get smoked.
Now you have a frame of reference so when you are level 10 you feel like you actually grew in power because the enemies in the second area become manageable and the enemies in the first bekomme a joke.
Imaging being the all powerful being that killed the uberdeamon and still you need 10 hits to kill the bunny in the starting area. The whole fantasy breaks apart.
And that is why it is a problem.
Then you end up with a whole map where you can only go one or two places to be challenged. Huge areas that are completely pointless and offer no reward, instead just having to go and do the same area over and over again. How boring.
The feeling of getting stronger comes from the gear you find and working out ways that you can get the powers they have to synergise with each other.
I’d much rather have it this way. As an example, I played starfield a while ago and even though it has dozens and dozens of star systems you are stuck with just 3 or 4 that offer even the slightest challenge at the later levels.
Edit: That’s not to say that levelled areas don’t work in other games of course. I love to play Valheim and that has levelled biomes but it’s a completely different game. It’s a journey with a start and end (end still not done though). It’s meant to be beaten, finished. Diablo isn’t like that, it’s a perpetual game. Elden ring is another example but again is a game that’s meant to be beaten.