Posted 11 July 2012 - 02:40 PM
I think part of the problem with D3 is that the gaming landscape has changed drastically since D2, and Blizzard itself created some of that change with the success of WoW. So then along comes D3 and whole new market of players who've never seen or played D1 and D2, but have played hundreds (thousands?) of hours of WoW, and Blizz suddenly has a perception problem on its hands. And while Activision/Blizz never explicitly marketed D3 as an MMO, I agree with previous comment that it never discouraged that perception, either, and the always-online functionality of the game definitely did not help. Fairly or unfairly, a lot of new D3 players see it as "WoW Lite."
Considering how long D3 was in development, and considering that Blizz HAD to have known from their WoW experience that rabid power players would burn through D3 in a day (if not hours), it's surprising that they didn't have an end-game plan in place, or at least have PvP right from the start to keep power players occupied a few more days. On the other hand, D3 is NOT an MMO, so you can't really fault Blizz for lack of end-game content.
To me, at least, the always-online MMORPG-iness of D3 is at odds with its lack of sustainability (ie, end-game content). Which makes me think that D3 had a pretty tortured development process, with the game changing focus and direction over and over again as management struggled to define D3 in a post-WoW gaming market. And this is what we got.
Or maybe I'm just full of $#%$ and should go $%#@ myself?
"I'm standing in the middle of life with my pants behind me."