What's left largely unaltered the game Diablo II: Resurrected speaks of the depths. The players still roam through Diablo II: Resurrected's creepy tombs and dark woods without a clear direction of where they're supposed to be. Contrary to the majority of current RPG, Diablo II: Resurrected does not have quest markers. Each time a player joins Diablo II: Resurrected, their map will change. In the event that they have saved their games inside within the Den of Evil to have dinner, the next time they return the game, they won't be inside of the Den of Evil anymore. The Den of Evil will be moved.
"The game's strategy is that you must continue exploring the world," says Gallerani. "It's quite different than bringing this up using Google Maps and following the dots."
Gallerani claimed that it was a deliberate decision to be a bit opaque. Diablo II: Resurrected would make players think about what games were played in the past, or at least teach players who didn't exist at the time of 2000 about what's missed. It's not common in games of today to require an item to recognize another object.
For instance, in Diablo II: Resurrected, the player may not be aware of the specifics of a unique dagger until they discover the scroll of Identify and then manually apply it onto the item. Similar to Diablo II's Beta stage, Vicarious Visions devs received messages from players who asked what they can't do with their bow or arrow. Have you got an arrow quiver? developers asked. The players wouldn't respond to the question, but why should I bother? Do I not have endless possibilities of arrows? "Everything that happens in this game can be real," says Gallerani.
The name for this strategy of design can be described as "forced friction." The additional identification process could be a bit annoying however it allows players to revisit the excitement of discovery. Once when they stumble upon a cool dagger, and again after they discover how powerful it really is.
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