Men_in_Boxes
Snake Oil Salesman
I'm like a lot of players. I played the heck out of Helldivers 2 during launch month, enjoyed it, and then hit a wall. I unlocked all the upgrades that interested me and I stopped being entertained by the maps & AI enemies due to repetition. Haven't gone back since.
How do you fix this problem without taxing the development team with a substantially greater workload?
Resources need to be expendable / finite...like they are in real life. In other words, Helldivers 2 should have copied the Extraction Shooter framework more closely. This solves so many of the core issues with Helldivers 2...
1. Missions become more entertaining because there's more innate risk and players are always grinding for a chosen goal. Helldivers 2 really suffers from players not caring due to a lack of risk & reward after a certain point.
2. Choosing mission difficulty becomes more interesting due to player grinding strategy. Do I want to grind on lower difficulty planets for longer to build my war chest, or can we reach our goals quicker on a lvl 8 difficulty planet?
3. Arrowhead Studios could have made "stronghold missions" that almost requires a team of fully kitted out players to have a chance. If you fail certain "stronghold missions" then you have to go back to grinding to build your characters power level back up. Having everything available to the player at all times reduces "big moments". The current experience mirrors the drug everyone takes in Christian Bales Equilibrium.
4. Upgrade diversity could have been strengthened due to OP items being finite. Arrowhead could have created more interesting, more powerful upgrades knowing that players wouldn't have access to them at all times.
TLDR: There's a reason why 99.978 percent of romantic movies take place before marriage. It's because risk and reward are innately more interesting than a framework designed to lock you in long term.
How do you fix this problem without taxing the development team with a substantially greater workload?
Resources need to be expendable / finite...like they are in real life. In other words, Helldivers 2 should have copied the Extraction Shooter framework more closely. This solves so many of the core issues with Helldivers 2...
1. Missions become more entertaining because there's more innate risk and players are always grinding for a chosen goal. Helldivers 2 really suffers from players not caring due to a lack of risk & reward after a certain point.
2. Choosing mission difficulty becomes more interesting due to player grinding strategy. Do I want to grind on lower difficulty planets for longer to build my war chest, or can we reach our goals quicker on a lvl 8 difficulty planet?
3. Arrowhead Studios could have made "stronghold missions" that almost requires a team of fully kitted out players to have a chance. If you fail certain "stronghold missions" then you have to go back to grinding to build your characters power level back up. Having everything available to the player at all times reduces "big moments". The current experience mirrors the drug everyone takes in Christian Bales Equilibrium.
4. Upgrade diversity could have been strengthened due to OP items being finite. Arrowhead could have created more interesting, more powerful upgrades knowing that players wouldn't have access to them at all times.
TLDR: There's a reason why 99.978 percent of romantic movies take place before marriage. It's because risk and reward are innately more interesting than a framework designed to lock you in long term.
Last edited: