In a year filled with addictive action-RPGs with names like Diablo, Borderlands, and Torchlight, it might seem insane for another contender to jump into the fray. But the people behind Path of Exile donât mind a little insanity.
This December, Path of Exile will officially enter open beta and what the team is calling a soft launch. Itâs an ambitious game, a hack-n-slash RPG that blends the skill-driven lootfest of Diablo II with the materia-based character customization of Final Fantasy VII. And itâs totally free to play.
But why do we need another action-RPG? Between Diablo III this May and Torchlight II this September, there are plenty of options for PC gamers looking to scratch that itch to click-click-click til the wee hours of morning. Where does Path of Exile fit in?
âI would say that Path of Exile is a game for people who care about intelligent character builds in action-RPGs,â producer Chris Wilson told me during a recent Skype interview. He also told me about Act III, a major expansion to the game that will launch later this year. (More on that later.)
Iâd asked him to pitch his game to a player who was maybe burnt out on Diablo or still addicted to Torchlight. Why should we play Path of Exile? How does it stand out from the pack?
Maramoa, a âhighly decorated Karui warriorâ and one of the new characters in Act III of Path of Exile
âOne of the key things is having a secure online economy,â he said. âOur first design goal was to get that in place, because that way weâre not just a single-player action-RPG. People can actually form an online community around it and care about their characters and items, in comparison to, for example, Torchlight II which has peer-to-player multiplayer, which has all the advantages of multiplayer but not as much security as having dedicated servers, where the character is stored on the server.â
Torchlight II, which received glowing reviews when it was released last month, maintains a completely open environment. You can mod or cheat all you want; thereâs no security or DRM to get in your way.
https://lastchance.cc/torchlight-ii-the-kotaku-review-5944546%3C/a%3E%3C/p%3E
âWith regard to Diablo III, Iâm very impressed with the level of polish that Blizzard has on the game,â he said. âWeâre quite different, though, in terms of, the character customization we have available is both a little more complicated and a little more unforgiving than a game like Diablo III
âSo to give an example, we have a passive skill tree which youâll see in game, that has I think 1,315 nodes. And the player travels through this tree as they level up their characters. We donât allow them to respec their choices very easily. We feel itâs important that locking them into their choices means theyâll feel more ownership with their character.â
Wilson compares it to Magic: The Gathering in the sense that itâs all about customization. Youâll roam around the world, collecting skills in the form of gems not unlike Final Fantasy VIIâs materia. Like in Squareâs seminal role-playing game, you can blend and combine Path of Exileâs gems to create crazy combinations. You can build attacks that split into multiple projectiles, passive fire traps, totems that summon minions for you, and all sorts of other interesting things, Wilson says. âWeâve seen some really wacky builds come out of the community.â
The Path of Exile
In late 2006, a group of four friends in New Zealand got together and decided to make a game. They were playing a lot of Diablo II and EverQuest, so they thought maybe it could be sort of like those. But more hardcore. More tailored for people who like to spend a lot of time hacking, tweaking, and thinking.
âOur basic goal was to make an action-RPG that we would want to play,â Wilson said. âWeâre pretty hardcore gamers⌠Although weâve tried hard to make it approachable for new gamers, itâs designed to make the hardcore gamers feel special.â
So they poured in all their life savingsââWhich is a great idea, it turns out,â Wilson quippedâand started working. After a couple of years they started âfundraising from rich friends,â Wilson told me.
âWhat do you mean by ârich friendsâ?â I asked.
âFriends who have lots of money,â Wilson said.
Well then. In September of 2010, they took Path of Exile to the west coast and started showing it off to journalists and fans at PAX Prime in Seattle. They started building up a community of interested fansâmaybe 12-13,000, Wilson estimatesâand then selected 10 or 20 of âthe best, most intelligentâ ones to join their closed alpha and help tailor the game.
âOur basic goal was to make an action-RPG that we would want to play. Weâre pretty hardcore gamersâŚ
Although weâve tried hard to make it approachable for new gamers, itâs designed to make the hardcore gamers feel special.â
About a year later, Wilson and the team launched a closed beta. Dreaming up creative ways to invite new people, they came up with a brilliant strategy: set up a timer on the Path of Exile website that would randomly invite a new forum member every five minutes.
âThe community goes crazy over the fact that people are invited randomly,â he said. âThey have to wait a certain number of weeks or days to get invited⌠It got us a lot of discussion on various forums.â
This April, Path of Exile officially opened to the public. For $10, youâd get early beta access and 10 bucks worth of credit in the game. More money would give you more credit and more rewards.
âWe sold $200,000 of packs in the first long weekend,â Wilson said. Theyâre now up to $1.24 million. As of last week, theyâd sold 82,240 packs (including 95Â $1,000 packages).
When they launch this December, Path of Exile will be free-to-play, with optional microtransactions. Both of those termsââfree-to-playâ and âmicrotransactionsââsound like poison to many gamersâ ears these days, of course. But Wilson promises that payments will only be for things that are âconvenient or cosmetic.â
âRecently in the way we describe the game we always downplay the free part, giving people the expectation that they have to pay for it,â Wilson said. âAnd itâs just a nice surprise that it is free. And if I could do it all over again I wouldâve actually put a nominal retail price on itâyou know, $20 or somethingâjust so thereâs an association of quality with the product. Our goal is so that you can sit down and play as much as you want⌠without paying anything.â
(You wonât be able to sell items, either: âWe also understood how badly Diablo players reacted to the concept of item sales in that game,â Wilson said.)
Hold on, I asked Wilson: If the game is free-to-play, wonât people who dished out $10 for early access be peeved when it suddenly goes free this December?
Think of the early beta access as a bonus, Wilson told me. âYouâre paying $10 in microtransaction credit and to help support the development,â he said. âBut youâre also getting a beta key.â
Not an unfair deal. And development for this game has needed quite a bit of support. Today, the Path of Exile team consists of 19 people. Theyâve been working at the game for almost six years. So I had to ask: what the hell took so long?
âItâs our first game project and weâre perfectionists,â Wilson said, laughing. âI think part of the reason is weâre kind of trying to play by our own rules, because we donât know the way a large company would do it, and weâre not constrained to do it the way a smaller company would. So if we were to get say venture capital or a publisher or something, they might say, âDo it, put 100 people on this and get it done. Itâs much better to get it out early.â or something.
âWeâre just doing what we can afford with the level of income and savings we had.â
The Third Act
Act III of Path of Exile, which we can reveal exclusively on Kotaku today, will take place in the city of Sarn, pictured above. Right now, Path of Exile consists of two acts; the third will launch this December alongside the open beta. And Wilson says it will expand the gameâs content by an additional 50%.
Hereâs the full description for Act III, straight from the team at Grinding Gear Games:
Youâre standing at the edge of Sarn, the ruined capital of the Eternal Empire. Not so eternal now. Its citizenry is gone, taken by death and undeath in equal measures. Where hawkers shouted their bargains, ladies browsed for silks, young lovers walked hand in hand⌠creatures of nightmare stalk and feed. Beasts born of corruption. The restless dead, bitter and lethal. A cursed city of painful promises and preternatural peril.
This is Path of Exile, Act III: The Eternal City of Sarn
You are an exile, banished for your crimes to Wraeclast, and given a life sentence in the land of the damned. But Wraeclast wasnât always like this. It was once an empire of ten million souls, a beautiful and bountiful continent that prospered for more than a thousand years.
Something happened. A cataclysm. A corruption beyond reason. Wraeclast took itself off to bed one balmy evening and, come morning, it failed to wake. It slumbers, tossing and turning in the perpetual nightmare that enslaved it during the darkest hours.
Whether Witch, Marauder or Duelist, Templar, Ranger or Shadow, itâs up to you to slice and slaughter your way through the squares, marketplaces, and abandoned homes of this necropolisâŚ
âŚto answer a question.
Who murdered Wraeclast?
Youâre not alone in your curiosity. Others explore the twisted capital city of the Eternal Empire. The Ebony Legion has sailed from Oriath to scour Sarn for its secrets⌠avaricious maggots on a fecund carcass. General Gravicius plunders its tombs for wealth and power.
Piety of Theopolis harnesses corruption like a lover to her bedhead. Her lovely visage hides an imagination most monstrous.
Is everyone and everything in Sarn out to kill or maim you beyond recognition? Pretty much⌠with a few exceptions.
As a fellow exile, Hargan, will tell you: âWelcome to dirty, old Sarn, the metropolis of opportunity. The opportunity to make something of yourself or the opportunity to have a very messy death.â
Grinding Gearâs approach is really interesting. While many publishers prefer to close off their doors and keep players at a distance, the team behind Path of Exile is all about communication. They put a lot of time into their community, because that community is really all they have.
https://lastchance.cc/gamings-biggest-problem-is-that-nobody-wants-to-talk-5928663%3C/a%3E%3C/p%3E
âIf the community gets bored and goes elsewhere, then thatâs all our money wasted.â