Games are meant to be many things by the designers who make them. They’re meant to look good within the context of the style it’s made in. It’s meant to be functional so that gamers can play it without serious issues, or if there are issues, they can be fixed relatively quickly. And of course, they’re meant to be fun. However, there are times when even the greatest of intentions, even in the greatest of games, fall of death ears and enclosed minds. Thus brings up to today’s issue, Diablo III.
What’s wrong with Diablo III? Well, according to one gamer, he doesn’t like that the rifts areas are tightly designed, I.E. the corridors are way too small for, and for some others to be fair. In his mind, it doesn’t make sense that there are these vast and massively designed areas, then, there’s these “way too tight” hallways and corridors in the roulette table. Especially when you consider that these corridors apply to all the maps on the table. For him, and others, it’s just not fun to have tight spaces to go in, when the areas themselves are actually quite huge.
However, others were quick to point out the potential reason for this. First off, the rifts have never had open maps in the rotation, and having open maps would actually lead to faster progression, perhaps too fast for the team at Blizzard, thus the reason for the increase in difficulty via the tighter corridors.
Another noted that if there were open maps, and a bunch of players did it at the same time, then the game would lag seriously, and no one wants lag.
And finally…a lot of people actually like the corridor gameplay. To them, it helps them as a single player, and adds a layer of fun and difficulty to it all.
So yeah, does Diablo III have a design problem? I guess it really just depends on how you play the game.