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Why The Diablo III Auction House Was Inevitable

The auction houses change the way that the excitement of loot drops plays out, yes, but the fact of the matter is that Diablo III is the first Diablo game to make so much as a token effort at balancing skills, monsters, items, and classes -- and without the auction house, either the loot system would have to be radically changed or we’d still be grinding Nightmare difficulty for class-appropriate drops.

Any argument that any previous Diablo game was anywhere close to the level of balance that Diablo III is a joke. I’ve played them all to death, and while my love for the series knows no bounds, the only “balance” previous to Diablo III was how quickly your build and equipment could plow through your loot run of choice. Diablo III is still ludicrously easy through normal mode for anyone familiar with the series, but the difficulty in Hell and especially Inferno is far beyond anything but the goofy Uber Tristram challenge mode patched in at the end of Diablo II’s life cycle.

Once the decision was made to balance the game, instead of allowing only a handful of brokenly powerful builds into the hardest content like in Diablo II, a chain of game-design dominoes that necessarily ends either with something like an auction house or a game barely recognizable as Diablo began to fall into place.

1. To have any kind of difficulty prior to max level, baselines of damage input and output relative to health pools has to be established. Absent intentionally overpowered legendary gear that a low- or mid-level character will only have as a gift from a higher-level hero (or an influx of real money), character power needs to fall within a certain range for progressing to be possible but challenging enough to be interesting. (I would argue that Blizzard missed the mark by making normal too easy and Inferno too difficult, but that’s beside the point.)

2. Loot is the largest part of that equation. With skills unlocking by level, loot and player skill are the two variables that move the needle on challenge. Aside from trying to guide players toward effective baseline strategies through skill progression and monster design, designers can’t do much about player skill. Without changing the way that equipment works to the point that you’re not making a Diablo game any more, that leaves loot as the by-far dominant determinant of difficulty.

3. Diablo’s loot is random to a nearly absurd extent. This has been a (arguably, the) core tenet of the franchise ever since its inception. Players, myself included, would have revolted against deterministic MMO-style loot drops in Diablo III. With a recognizably Diablo-style loot system, any given character’s power is going to be hugely dependent on finding a class- and build-appropriate weapon near their level, and to a lesser extent other equipment.

4. Therefore, the bulk of the game’s challenge is determined by whether or not you happened to find a slow two-hander with lots of strength on it, or a pair of fast fist weapons, or whatever your build calls for. Few designers, and certainly not modern Blizzard developers, are going to leave that entirely to chance.

5. Solving that can take three forms: Make weapons and other gear less impactful (not going to happen in Diablo), consign players to hours of grinding for every tiny scrap of progression past normal mode (not likely in a modern mainstream game), or facilitate trading between players so that you can find what you need -- for a price. Voila, the auction house is born.

I can respect the argument that I’ve seen bandied about by disappointed Diablo fans that would have preferred the series’ traditional grind-for-hours solution. I have a fair amount of sympathy for that viewpoint, having leapt out of my chair when I found my first Harlequin Crest and specifically rolled a javelin-using amazon to use the ethereal Titan’s Revenge that dropped for my sorceress. I would have made the same decision Blizzard ultimately did, though, for two reasons. One, nothing forces you to use the auction house -- if you want to only use dropped equipment or trade only with your friends, nothing is stopping you. Second, while gold can buy just about anything on the auction house in sufficient quantities, the only real way to amass the kind of wealth needed for top-end gear is to go find it yourself. The triple-digit dexterity/resist all/attack speed amulet I found was just as exciting as my first Oculus, even though it dropped for my barbarian -- the gold I sold it for turned into a huge upgrade for the barbarian, without the soul-crushingly awful experience that trading a similarly powerful item would have been in Diablo II.

That was before the attack-speed nerf, of course [grumble, grumble]. Oh well, that’s what witch doctors are for!

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Comments
  • Nothing forces you to use the Auction House, but if you don't - you're not going to progress further in Inferno. You have to keep farming the same areas until you get that lucky drop or amass enough gold buy something from the AH. I don't fully recall how Diablo II worked, but I know it wasn't near as boring as max level in D3.
  • It just comes down to how much time you're willing to devote to grinding. For me, most of the fun is finding the loot myself, but if you just don't have the time, (or patience) I can see how beneficial it could be.

  • Do you feel gold farming has lessened the impact of the auction house with inflated gold prices on items?
  • I'm honestly still in Nightmare and me and my 3 friends are quite content taking our time and getting lucky drops. We all also refuse to use auction house because it takes away the sense of uniqueness to getting a cool item.

    Tonight I'm thinking we will move into Hell but hopefully we can keep the same mindset.

  • It's refreshing to see there are at least some other players out there with some understanding of the big picture.

  • I have yet to play D3, sadly, but this was essentially my argument as well. It doesn't take actual experience to sum up why the real money AH was implemented from a balance point of view. Not to mention, it does give the people who spend their time playing the game to not only make their money back, but to actually make a "profit" off of it. I'm not sure how the prices range out, but I expect 3 bucks for a sword here, 5$ for a helmet there, 40$ for an amazing amulet there...
  • Im on inferno.... Can blow through act 1 ez with my wizard, but in act 2 i cant beat a single elite group. To get enough $ or that "rare drop", ive beaten a large portion of the end of act 1, killed that stupid butcher, around 25 times. Still havnt seen a good item. Im done with d3. I get on every couple of days, load up act 2, die immediatly a couple times, try different members, die, and decide i dont want to beat the butcher again. Goodbye d3, it was fun while it lasted
  • Adam does have a good point, one I hadn't thought of. Whether you're grinding for a rare drop or for gold to get that rare item, you're grinding either way.

    I think Blizzard did make the right choice for how items are attainable and accessible. The video game market is already overstocked with top tier games for virtually every genre imaginable. If they want Diablo 3 to to hang on to their players, they have to make the experience more streamlined. Most people aside from hardcore MMO players and hardcore D2 players don't want to endlessly grind for a helmet. They'll get tired of it and move on. The gaming culture is not like it was 11 years ago. You don't hold someone's attention, they will be gone.

  • Lol i just loaded d3, realized there was no update, and figured its not even worth trying. Time saver!

  • I have put 70+ into D3.....haven't played it in a couple weeks. I have a monk at level 53 on hell and if I want to get an further I will have to farm either gold or gear to get better stuff. My wizard is at level 35 on Nightmare. The reason I have quit playing is at this point the game feels repetitive. A point made by an earlier commenter I believe is correct..the gaming community isn't the same as it was 11 years ago. Sure I love games that TONS of content..but I will play it until I get bored of the experience and that differs from game to game. Just playing to get better loot after 70 hours is not enough. I feel that if they would have made the story better I might actually still be playing it, I skipped through EVERY conversation after only hearing once. Don't get me wrong...I don't regret my decision to buy the game..but unless they release some great compelling expansions...D3 will just be a fond memory.
  • Your argument is well thought out and well constructed, and I believe it advances our understanding of what Diablo III is as a game, and what its lasting appeal might be. I generally agree with your analysis, but I would like to offer a few differing viewpoints.

    1. Game balance is one of those terms we use to convey how well we feel the game operates in our hands. The fact is that Diablo III was balanced for a different type of gameplay. With the addition of the Auction House, the game is no longer about gold and loot grinding, or at least, not in the sense that players grind to find the next best thing for themselves. Because players might potentially make a living selling their loot at the Auction House, Blizzard wants to regulate the market as it were. The game is balanced so that items in the auction house retain a high value, and powerful items stay expensive. Diablo III is a clever way for Blizzard to entice players to search endlessly for random loot, so that Blizzard might make a little extra cash. It is still tuned for “flow” to keep players coming back for that next rare item find. Balance is often mistaken for flow, but flow involves keeping players between anxiety and boredom in order to optimize their drive to continue playing. Here’s a diagram: http://naturalmath.wikispaces.com/file/view/Original_skill-challenge_flow.jpg/176928059/Original_skill-challenge_flow.jpg

    2. Loot, and by extension, equipment, is how players overcome the game’s difficulty. Loot drops are carefully tuned, and the instance of rare and legendary items has been significantly decreased. My guess is that this is largely due to the affect the Auction House has on the availability of the more powerful items. The effect for the player is that discovering new loot while playing through the game is no longer a driving motivation in playing the game. Instead, players are able to pop over to the Auction House and pick up what the need (or what they can afford).

    In my opinion, one of the hallmarks of the Diablo-style game was the drive to find that next legendary item or set item. It was a gold/loot grinding game, and not much more than than. The Auction house has changed all that – while players are still searching for items, but it is no longer so that they might use them or sell to NPCs. Now they are selling items to other players, if someone is willing to purchase them. Diablo III is now a market economy game. Players experience supply and demand first hand. They attempt to sell items on the open market, and they are able to set opening bids and buyout prices. The catch is, everyone whose finding legendary items out there is finding nearly the same item. Sellers must set prices according to what their competitors are pricing their items at. Greedy sellers who overprice their items will likely never have their items sell; they tend to be undercut by the savvy seller. I would like to parenthetically add that I have never – not once – found a legendary item or set item while playing through the Diablo III. That’s the degree with which the loot drops have been balanced.

    3. I don’t believe the reason that the designers chose to tweak the loot drops as they have relates to chance. I believe they did it because of the addition of the auction house. I believe the auction house was one of the non-negotiable elements of the design that someone came up with a few years ago. I believe this was due to the success of the auction house in World of Warcraft, but also because Blizzard’s designers wanted to add more points of potential contact for players to interact with one another. Blizzard wanted D3 to look more like their MMO model and give players the opportunity to interact with one another (i.e.: the general chat, public games, et cetera). Designers have learned in the past decade the value of public play options – this gives players the ability to experience non-scripted gameplay that’s dynamic and never duplicated; and it’s cheap content that they don’t have to design.

    The sad fact is Diablo 3 is a “grind-fest” for players who are looking for the classic Diablo experience. That experience doesn’t exist in Diablo 3. Good loot is excessively rare, because Blizzard is attempting to enact restrictions on what happens in the Auction House (especially now that there is real money involved). Ever noticed that little percentage that Blizzard takes from every successful auction? Yeah, that’s a nice little stipend for the good folks at BLIZ, and it puts a recurring bonus check in their bank account every month.

    Diablo 3 was designed so that players might interact with one another and provide everyone with the opportunity for a fresh dynamic experience. I believe Blizzard underestimated the number of players who were still looking for that pure Diablo experience. Luckily players now have options – thank you Runic Games.

    At any rate, you wrote a nice blog here. I think your conclusions were correct, even though I disagreed with the premise of a few of the supporting statements. Thank you for posting!