Since its inception,
Role playing type of games like Final Fantasy and Diablo have traditionally
been an offline based game. In the case of the Diablo franchise; you create a
champion and assume the role of that character as you battle through hordes of
undead and vanquish legions of demons in your aim to rid sanctuary from the
clutches of the Prime Evils. Prior to the release of Diablo 3, the interactions
of your avatar were mostly limited to NPCs(Non-Player Characters) that either
drive the story forward or provide some form of service like selling enchanted
weapons and armors or replenishing potions and scrolls. The option for
multi-player already existed as early as Diablo 2 but it was neither compelling
nor user friendly.
When Blizzard
Entertainment released Diablo 3 in May of 2012 it established a new era wherein
human interaction with other gamers are front and center. Social aspects such
as Public chats, Clan forums and even an auction house where players can buy
and sell their stuff are deeply entrenched in the gameplay. These elements
added a new dimension to the game; through public chats you can quickly ask a
wide range of queries ranging from the value of an item, the usefulness of a
skill or ability, tips on how to beat a certain monster etc. or you can even
talk about your day in a similar way how one does in real life. The Clan
function allows players to group themselves into factions and discuss
strategies or organize speed runs. Finally, the auction house which was touted
as a revolutionary feature at that time, allowed players to offload valuable
items that they do not use in exchange for gold (the in game currency) or even
fiat currency (U.S. dollars).
It is interesting to
note that none of these features are cardinal to the core mechanic of the game
which is to basically hunt for gear and slowly grind your way up in levels of
power. Blizzard needed a way to ensure that the inconsequential becomes
essential. In order to achieve this the developers utilized an "always
online" requirement, without an internet connection the game does not run.
Secondly, the developers also made certain facets of the game more rewarding if
played along with other peers; for example, a multi-player game has incremental
gains in bonus experience multipliers for every additional player beyond the
first up to a maximum of four; another is the increased frequency and quality
of item drop rates which includes Legendary and Class-set items.
This mandatory online
requirement and push for more social interaction among its players was not
without its detractors, some argue that Diablo 3 was heavily tailored to favor
cooperative game-play and in essence alienated a huge portion of its fan base
who preferred the isolated type of play-style of its predecessors Diablo and
Diablo 2. The perks or bonuses of co-op play created a lot of resentment among
players who wish to play alone and at their own pace. Whether this push for
social integration pays off in the long run is still up for debate, ultimately
the customers will decide with their wallets if future Diablo releases are
worthy of their hard earned cash.
--
By: Brendon Martin Borgonia
Source:
http://www.pcgamesn.com/diablo/blizzard-why-diablo-3-pc-will-always-be-always-online-co-op-not-value-added-feature-it-ideal
http://eu.battle.net/d3/en/forum/topic/10747034860
http://www.g4tv.com/thefeed/blog/post/723328/diablo-3-auction-houses-the-top-10-things-you-need-to-know/

Hi Brendon i Totally agree with you that games today are changing than what they used to be. I remember playing pc game in my childhood without ever having feeling the need of internet but it seems like that's not even possible if we are playing Diablo. http://www.giantbomb.com/pc/3045-94/forums/best-pc-games-since-2000-533014/ hopefully this link takes you back in the memory lanes and reminds you of all the games we used to play.
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