Console gaming has been around and big business for a while now ;)
D2 could likewise be quite an interesting case study in poor customer communications, ineffective feedback loops, design intention vs. user perception, design philosophies vs user expectations, and the pitfalls of lack of formalized user satisfaction KPIs.
Or what happens to player bases and sales when you completely deviate from successful game mechanics (D1) for no good reason whatsoever, instead of carefully tweaking and iterating.
And, most importantly, what happens when a gaming company forgets the primary purpose of their product: that it should, above all else, remain a fun and satisfying experience for users.
And never feel like a frustrating and tedious chore due to haughty design decisions, overly complex mechanics, economics or time commitments.
There is a market for such games. It is not the AAA title console market they marketed this game to.
Do try to remember that, behind these friendly "guardians," "players," and "community members" labels we are still talking about inputs from paying customers.
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