![]() The experience has been comprehensively re-tooled for mobile, so quests rarely take more than 10 minutes, and matchmaking for party play is simple and streamlined, although depending on the time of day you’re playing, you can still be stuck for a few minutes waiting for similarly levelled players to turn up. However, thanks to its design, battles feel fun and exciting, their rewards always eagerly anticipated as you clear the final boss. For example, you’ll spend most of your time relentlessly repeating the same dungeons and identikit bounties – go to a place, slaughter 60 monsters, come back. Many of the game’s other problems will already be familiar to MMO fans. There’s nothing stopping you doing it, but the advantage you’re buying is so infinitesimal in the scheme of things, that you’d have to regard it as functionally pointless. It would be like running a marathon and paying to teleport yourself 50cm forwards. ![]() Given the enormity of the task, it’s hard to imagine wanting to spend money on this. The fact that Blizzard appears to have placed the latter stages of that collection task behind an obscenely expensive paywall, is perhaps not entirely surprising given the amount of effort that’s gone into developing the game its perfectly metered sense of progress and interleaving upgrade paths making for an engrossingly complex system in which to tinker.
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