![]() ![]() ![]() But players now expect regular updates for free, with publishers instead making money from the sale of cosmetic upgrades to an engaged fan base. The old-school video game model, which Blizzard still uses for World of Warcraft, asked those who wanted additional gameplay to pay for expansion packs known as DLC, for downloadable content. “That does mean that you have to think about it as this live service.” “Games have become more of a hobby or a lifestyle,” said Rod Fergusson, the Blizzard executive producer overseeing Diablo IV. But as the studio, now part of Activision Blizzard, prepares to release Diablo IV for computers and Xbox and PlayStation consoles on Tuesday, it is modifying its casino-like tactics to build a forever game for modern times. The endless dopamine-inducing hunt was a winning formula that persuaded Diablo players over the past 26 years to invest hundreds, sometimes thousands, of hours into building the perfect character. Sometimes they were randomly rewarded with rare and exceedingly potent loot, much like pulling a slot machine and hitting the jackpot. As players fought through dungeons, slain monsters dropped loot, such as weapons and jewelry, that would empower their characters. Part of Diablo’s deviousness was that it took forever to get what you wanted. With hits like World of Warcraft and Diablo, Blizzard Entertainment is considered a progenitor of the “forever game,” addictive experiences that players cannot put down because they seemingly never run out of quests to complete or gear to collect. ![]()
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