Diablo 3

An old interview with the developers of D2 and what it could mean for D4

diablo13 - An old interview with the developers of D2 and what it could mean for D4
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Since Blizzard said they want to return to 'darkness' and how they're looking back to D2 for a lot of inspiration, I've been reading stuff about D2 development and there's a few interesting quotes in this interview.

One of the great things about Diablo 1, but one of the problems with Diablo 1, is that, from my hardcore nerdy perspective, you could make so many different builds, because everybody could do everything. But from kind of a general audience view, they were overwhelmed with all the possibilities. So we wanted to narrow that down into classes, yet still give a lot of flexibility within that class to kind of customize yourself and make you different from everybody else. And that's really the concept behind it. It was, "I'm going to make my character very different, even though I'm a Paladin and you're a Paladin, my Paladin plays very different from your Paladin, because of the choices I've made." That was really where the idea came from, and this was just a way to organize that idea. -David Brevik

Do you think Diablo 4 is going to return to classes having a strong identity again?

One of the things that we wanted to do that never got done in Diablo II was that we were trying to design this thing called Battle.net Town. You know, my idea was to get into a world, and you don't leave the world. I wanted to try to break that reality, break that illusion that we're not in a contiguous world. I wanted you to start in that world, not start in the Battle.net chat lobby, but start in that world. And Battle.net Town was going to be a glorified chat room where you could move around, but you could still go to the pub and chat with people, or go to a vendor, and then you would go to a specific person and you would travel to Act 1.

We had been playing Ultima Online, and that had definitely some influence on this design, where you could walk from one part of the continent to the other. I was thinking, "Wow could we do this and mix it with Diablo?" And that was the way that we wanted to go, but we never really fully realized that dream. We got pretty close, in that we were able to stream a lot of the levels and things like that, but we never got to the point where you could go walk from the Sisters of the Sightless Eye Cathedral to the desert or whatever. That wasn't really fully realized for Blizzard until World of Warcraft. – David Brevik

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Is this the inspiration for the open world approach? I think the original Diablo 3 actually had something similar(when it was being developed by Blizzard North)

He was also an incredibly good tester. He could figure out how to exploit or break your game better than anybody. – Erich Schaefer, on Matt Uelmen(the famous composer of Tristram soundtrack)

We didn't really have almost any story in mind at all, other than you are following the guy from the first game, who stuck the gem in his head. You just got to track him down and kill him at the end. That was the entirety of the story. Really, it was Blizzard South who was tasked, their film department, it was called Blizzard Film Department back then, I think, they were tasked with making cinematics for the game, and they really in making the cinematics invented the story. We really had very little to do with it. At times, we thought their story was very strange. If it were just me, it wouldn't have had a rich story at all. – Erich Schaefer

The cinematics they did were undeniably cool looking, so we were like, we'll just roll with it. – Max Schaefer

I find some of these things kind of funny, it seems to me that Blizzard South and Blizzard North complemented each other very well because they opposed each other a lot as well, that means the best ideas would usually survive(at the time).

The full interview:

https://www.usgamer.net/articles/in-their-own-words-an-oral-history-of-diablo-ii-with-david-brevik-max-schaefer-and-erich-schaefer

Source: Original link


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