Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
Usually the incentive for doing something challenging, even more so in the real world, is because the rewards for doing so are perceived as worth the effort/risk.
People start businesses because of the possible financial rewards that come with it, people work out because they wanna be ripped and in games that revolve around farming loot people pick higher difficulties because the loot and xp is better in the vast majority of those types of games.
If you don't keep player incentives in mind when making a game, you fail at game design 101.
Diablo games KIND of do.
So lets look at d3 since its the one I know the most of. There are 15+ difficulties. All loot can be earned once you reach the 5th of the 15. After that there is no reason to play on higher difficulty if all you want is the best great. What you DO get past 5 is MORE loot giving you a better chance to get a great roll on the piece of loot that you want. So the 5th difficulty is 1/3rd the way through the progression of the game, and can easily be accomplished by a meh geared character. That's basically playing this game on normal.
So while it's TECHNICALLY true that Diablo does this, it's only technically and when comparing apples to apples Normal here would give you the same loot experience.