Lots of people find planning their character design decisions, and exploring in detail the mechanical consequences of their designs, to be ‘fun’.
Which is why there are so many sites that (for example) post in their entirety the skills for Diablo II and how each additional skillpoint affects the result—information that cannot be easily acquired from the game itself.
Although there are some basic principles behind ‘fun’, the specific things that make something ‘fun’ vary wildly from one person to another. If what the designers created wasn’t to your taste, perhaps it’s not that they failed, but that you’re not a member of their target audience.
Lots of people find planning their character design decisions, and exploring in detail the mechanical consequences of their designs, to be ‘fun’.
Which is why there are so many sites that (for example) post in their entirety the skills for Diablo II and how each additional skillpoint affects the result—information that cannot be easily acquired from the game itself.
Although there are some basic principles behind ‘fun’, the specific things that make something ‘fun’ vary wildly from one person to another. If what the designers created wasn’t to your taste, perhaps it’s not that they failed, but that you’re not a member of their target audience.