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A sign of excellent game development, however, is when every fight is carefully balanced around each difficulty setting, not just "enemies have bonuses to rolls and more HP" - sort of like how MMOs like WoW offer normal, heroic, and mythic dungeon and raid modes: added mechanics and surprises. BG3 probably wouldn't have had that level of complexity, even with years more of development time. In fact, I can't think of any cRPG that is developed well in that respect. It's more of an MMO standard. It's very cost intensive, and of course, you have to have talented minds who can produce it.
I don't know if I would call that excellent game development. WoW content is incredibly homogenized and has been dumbed down considerably over the years. Vanilla absolutely had huge variation in difficulty and challenges depending on your class and what specific thing you were fighting, and many would argue that added richness and variety to the experience. This was all traded off for sameness in later expansions, where sometimes even classes just feel like cosmetic variations of the same thing, and dungeons no longer have complex mechanics or group composition considerations.
That's how Blizz wants to handle WoW, and that's their call, but I would never call compromising depth for accessibility 'excellent design'. It's just design aimed at a mass market.
I was specifically addressing the dungeon/raid difficulty feature, not the game as a whole. Important distinction. WoW was one given example, as I said before, this feature exists in just about most MMORPGs, where higher difficulty doesn't just mean + stats, but actual, mechanical differences and challenges, the player has to face when confronting the same enemy.
Sure, but everything I said still applied. Back in Vanilla wow, tanks couldn't just casually hold aggro to everything, healers couldn't mass heal indefinitely, DPS classes all had different roles and brought different CC to a fight, and even a basic group of enemies required some coordination and planning. Had to have the rogue sap something, or the hunter trap something, had to have everyone make sure they were hitting the tank's target so they didn't pull off them, had to minimize damage to the group because the healer would burn out if they had to heal anything but the tank too much. You needed some rudimentary level of tactics. Basically all of that is gone from the game now and was traded off to make the difficulty and the experience more consistent.
Your first point certainly doesn't. In your mind, you read my point as pertaining to the homogenization and dumbing-down of WoW content, when my point was specifically about a feature, which is frankly, not strictly tied to WoW. WoW was just a convenient example.
When difficulty modes are a function of mechnically different fights, rather than additional stats, or roll advantages, that is a sign of excellent, and thoughtful game development. That shows devs actually *care* about the challenge they offer to players. It's not added there simply for the sake of having it - it's *meaningful*.
The point is that feature only exists in wow BECAUSE they started dumbing it down. Heroic dungeons and class/dungeon standardizing were both things that came with BC. Even then, the dungeon difficulties still aren't actually 'difficulties' in the conventional sense. You don't jump straight into mythic ungeared because you want a challenge, you do it because you've already geared up in heroic and need better gear. It's just a way to recycle the dungeons so they can be part of endgame progression. So doing Mythic with heroic gear is no more meaningful than doing heroic with regular gear.
I’ve been taking them on at level 3 on tactician. Definitely challenging but I find this one to be a really fun fight in Act 1.