Welcome to this week’s iteration of Right Click to Zoom, the more in-depth article side of this blog. Today I’m going to be talking about the growing concept and issues of the value proposition of games, particularly how they relate to hack-and-slash action RPGs (referred to as ARPGs for the remainder of the article).
The idea of a value proposition is simple: it’s the idea that a product, in this case a video game, presents itself in its entirety and then asks the consumer for the purchase price. A user deciding that the game is too expensive or doesn’t offer enough gameplay, longevity, or some other criteria is saying that the proposition fails; it’s not worth the value they’re asking.
A number of these concepts can be applied to video games as a whole, but I’m going to relate them back to this one genre for the sake of the article today. This is largely because they are a kind of game that can fall into this discussion fairly quickly by the very nature of how they play. To demonstrate what I mean, let’s start with the poster child of the hack-and-slash ARPG genre: the Diablo series.
The original Diablo is one of the more iconic games of its time, releasing nearly a year before the first Fallout game and simplifying the oft convoluted RPG genre down to a more accessible format. The huge, complex and intricate worlds with fiddly systems of the Ultima series and its ilk were instead reduced to a single town. From this town, you would descend into the catacombs beneath the cathedral, diving deeper until you reached Hell itself to defeat titular demon Diablo.
While still gaining power through traditional level ups, much of your character’s strength came from the randomised loot that would drop as you explored. Some drops were guaranteed from quests that would appear within the dungeon, but they too were randomly assigned; not everyone would find the quest to kill the Butcher or the Skeleton King in their run. You could play through it multiple times and still discover something new, and the same character could become wildly skewed in power. This became the core of the hack-and-slash ARPG: the loot.
If Diablo popularised the concept and genre, Diablo 2 refined and polished it. More character classes, more intricate and variable skill trees, more in-depth storytelling and world building, a bigger world to explore and play with… but most importantly, more loot. Winning a whole slew of awards and quickly becoming the fastest selling video game in history at the time, Diablo 2 opened up the genre to more people than ever before.
The inclusion of additional difficulty levels encouraged repeat playthroughs with the one character. Combine this with a strong multiplayer aspect and options, and the game saw continual play for years afterwards. Arguably, that is where the problems inherent in the modern day perception of the genre began, and few points can highlight this better than the launch of the next game in the Diablo chain.
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