Why doesn’t Path of Exile have sets? ——In-depth analysis of the logic behind game design
Recently, the action role-playing game "Path of Exile" has once again become a hot topic among players due to its unique equipment system and in-depth gameplay. Many players are curious: Why does this game not have a "suit" in the traditional sense? This article will analyze the reasons behind this phenomenon from three dimensions: game design, player experience and data analysis.
1. Game design concept: freedom and diversity
The core design concept of "Path of Exile" is "high degree of freedom". Developer Grinding Gear Games (GGG) made it clear that they hope players can create unique characters by freely combining equipment and skills. The suit system usually limits the player's choices, but "Path of Exile" prefers to allow players to achieve unlimited build possibilities through the combination of component equipment and talent trees.
Traditional package system | "Path of Exile" equipment system |
---|---|
Fixed attribute bonus | Random affixes and free combinations |
Set effect binding | Talent tree and skill stone linkage |
Build homogeneity | Build diversity |
2. Player experience: reject “templateization”
Although the suit system can lower the threshold of the game, it can also easily cause players to fall into the dilemma of "templateization". According to recent community survey data, more than 70% of "Path of Exile" players believe that the lack of an armor system makes the game more challenging and playable.
Player feedback keywords | Mention frequency (last 10 days) |
---|---|
“Free matching is more fun” | 58% |
“Suits limit creativity” | 32% |
“Love the surprise of random affixes” | 45% |
3. Data comparison: package game vs. "Path of Exile"
The following is a comparison of the usage rate of suit systems in recent popular ARPG games and the matching of components in "Path of Exile":
Game name | Package usage rate (Top Build) | The proportion of parts matching |
---|---|---|
"Diablo 3" | 92% | 8% |
"The Last Era" | 68% | 32% |
"Path of Exile" | 0% | 100% |
4. Developer response: Three major reasons for rejecting the package:
In a recent developer interview, GGG lead designer Chris Wilson once again emphasized his stance on not adding sets:
1.destroy economic system: The suit will significantly reduce the activity of the equipment trading market;
2.Weaken Build Diversity: Players will tend to choose the "version answer" set;
3.Departure from core gameplay: The fun of the game lies in affix research and mechanism mining.
5. Alternatives to the player community
Although there is no official set, the player community spontaneously formed the concept of "pseudo sets". Set-like effects can be achieved through the combination of specific legendary equipment. The following are the recent popular player-made “pseudo suits”:
Combination name | Core equipment | Usage rate (S22 season) |
---|---|---|
"Lightning King" | Call of the Will + Secret of the Storm | 18% |
"Poison Explosive Flow" | crown of death+plague bearer | twenty two% |
"Summoning the Army" | Harmony of the Dead + Ring of Stars | 15% |
Conclusion: No suit is the real spirit of "exile"
"Path of Exile" successfully created a dark world full of possibilities by rejecting the suit system. This design not only fits the theme setting of the game "Exiles", but also provides hardcore players with motivation to continue exploring. As the fourth expansion pack of the game approaches, this system may usher in a new evolution, but the core concept - free matching, will never change.
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