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[PATV] Wednesday, November 16, 2011 - Extra Credits Season 3, Ep. 17: The Diablo III Marketplace
[PATV] Wednesday, November 16, 2011 - Extra Credits Season 3, Ep. 17: The Diablo III Marketplace
This week, we consider the intended goal (and possible results) of Blizzard's plan for a "real money" marketplace in Diablo III.<br /> Come discuss the topic with us in the <a href="http://extra-credits.net" target="_blank">forums</a>!
Every transaction in Diablo III has a one (US) dollar fee which goes right to Blizzard.
Commodities like gems, recipes and dyes have an additional 15% transaction fee.
Also Blizz takes a 15% cut when you transfer funds from Diablo to Paypal.
I can't see how anyone can throw away money on something like this. I know a lot of free to play games do this, which still baffles the mind.
Thankfully, I have no interest ever in playing Diablo 3, because having to be connected always to the internet for a single player experience is something I loathe. It's ridiculous. As it is, I don't think I've ever made it all the way to the end of a Diablo game because of the stupid single save system they've had in the first two games (and a file being corrupted), so it seems the game design decisions of Blizzard get even worse. Pass.
I regret my purchase of D3, honestly. Some friends convinced me to play because they were all picking it up, and though it was fun as a Monk for most of the time (purely in the mechanics sense) the cracks really started to show once I had made it to Inferno.
Diablo had become a game that was focused so much on the grind that the game itself was secondary to the experience. This was a bit of a problem in D2 as well, but D3 extended the amount of arbitrary item hunting that went on. Eventually the whole game became less about what skills I had chosen to use or strategies I wanted to combine and more about pure DPS numbers. Nothing could remove me from the experience faster.
Yeah, I played through Diablo III once. I beat it on my monk, got my fill of the story and went nowhere else from there because I had no interest in playing the game over again. There was no incentive to play through more, if they had made more story, or something, anything else to keep me going.
It's funny to watch this episode just know, when yesterday Blizzard announced the decision to remove marketplace completly, because it's dragging people away from killing monster to get loot to trade in market to get loot and therefore ruining the very core of the game. I guess you were not that wrong with that last assumption afterall
I don't regret buying the game; I had a blast with it while I played it and I got a fair amount of hours out of it.
But in the end I can only replay the story so many times. And part of it is because I'm a whore for story/narrative/exploration, but the other part is that it became so much about gear and damage that it was no longer about skill. As difficult as it would be, I really would have gotten more out of an experience where Inferno mode required you to actually PLAY significantly better, instead of building better and picking better skills. I very quickly lost the feeling I was evolving as a player.
I think part of their motivation for removing the marketplace was to at least get people playing for loot, if not for a changing and rewarding experience.
Posts
Commodities like gems, recipes and dyes have an additional 15% transaction fee.
Also Blizz takes a 15% cut when you transfer funds from Diablo to Paypal.
source:
http://www.neoseeker.com/news/19504-diablo-3-real-money-auction-house-is-up-bids-already-exceeding-200/
Thankfully, I have no interest ever in playing Diablo 3, because having to be connected always to the internet for a single player experience is something I loathe. It's ridiculous. As it is, I don't think I've ever made it all the way to the end of a Diablo game because of the stupid single save system they've had in the first two games (and a file being corrupted), so it seems the game design decisions of Blizzard get even worse. Pass.
(But thanks for the informative overview).
Diablo had become a game that was focused so much on the grind that the game itself was secondary to the experience. This was a bit of a problem in D2 as well, but D3 extended the amount of arbitrary item hunting that went on. Eventually the whole game became less about what skills I had chosen to use or strategies I wanted to combine and more about pure DPS numbers. Nothing could remove me from the experience faster.
Ka-Chung!
Ka-Chung!
I don't regret buying the game; I had a blast with it while I played it and I got a fair amount of hours out of it.
But in the end I can only replay the story so many times. And part of it is because I'm a whore for story/narrative/exploration, but the other part is that it became so much about gear and damage that it was no longer about skill. As difficult as it would be, I really would have gotten more out of an experience where Inferno mode required you to actually PLAY significantly better, instead of building better and picking better skills. I very quickly lost the feeling I was evolving as a player.
I think part of their motivation for removing the marketplace was to at least get people playing for loot, if not for a changing and rewarding experience.