1UP Jay Wilson Interview

Posted 24th Dec 2008 03:49 PM by Rushster


Some Christmas Eve reading, a new interview with Jay Wilson has appeared on 1UP.com. The solid, four-page interview covers the class design process, how they plan to keep the game “fresh” for today’s gamer, scripted events, their reason for bringing the Barbarian back, and more. The interview also comes with two new screenshots, (thumbs to the right) which we’ve added to the Diablo 3 Screenshot Gallery. A quote:

Blizzard Quote:
1UP: Since you came from a different company and worked on other genres before working on Diablo 3, as an outsider, did you want to change or preserve anything from the previous games?

JW: When I started the project, I was a lot more fixated on what I wanted to keep. I really wanted to work on Diablo because I didn’t want someone to take it and turn it into something else. I didn’t want to make it a first-person shooter or a third-person action game. I wanted it to be the isometric Diablo that I knew and loved. I wanted the item-gain to basically stay the same. Certainly, when people see Diablo 3, they’ll find lots of little changes that make an impact. But overall, the item-gain is the same basic concept as in the [previous Diablos]. The general feel of you versus a ton of enemies, the dark tone of the universe—all of those things, I thought, were really important to keep.


As we worked on the project, I started to identify the things that I thought could be improved. The combat model doesn’t have a lot of depth in the previous games. It was very much a “one-skill spam” kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it’s going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that’s a little deeper on the combat-mechanic side. On the item and customization side, I think the game was pretty deep and pretty good. I still think we could do those things better, but again, it’s the difference between a big significant change or small cosmetic ones.

And the last one is in story development and the universe. The previous Diablo games did not have the depth that I think other Blizzard games did in terms of the universe they created and the characters that existed within that universe. Everyone knows Deckard Cain and maybe Tyrael, but past that, who’s a memorable character in the Diablo games? [Who are you] going to keep coming back for? So those things became more important as we continued to develop the project.

Thanks to site member Gart for the tip.




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Comments

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konfeta
Posted 24, Dec 2008 08:30 PM
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Coolsause. One thing they could do for set items is tie them in to quests -

You get a random green, and picking it up opens up a randomized, extra difficult quest chain spread out over a decent number of multiple levels with two basic rewards: get a new set piece, or “upgrade” the old set piece be useful on that level.

So essentially you would be given an opportunity to start building your set for level 30 by level 20 or something to that effect. Individual pieces start droping early and aren’t as powerful both in terms of their own stats and set effects to a complete, upgraded set.

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Leugi
Posted 25, Dec 2008 12:40 AM
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Indiana Jones traps for items woo!

Imagine you pick up an ancient armor, then a huge boulder is activated and so and so xD.

It’s great to hear magic items will have sockets now (and that there WILL be sockets on D3).

And I also like how he focuses the WD on a different perspective than a Necro.

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Knight_Wolf
Posted 25, Dec 2008 01:58 AM
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Very nice interview, Jay really seems to know what he is doing.

I also like the info released about the state of the two left classes, at least one of them is progressing quite well so we might get to see him/her soon, sadly the fifth is still in concept stage.

@Konfeta
Very nice idea about the item sets triggering a chain of quests, i really like it.

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Galtrovan
Posted 25, Dec 2008 06:06 AM
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Regarding set items… I agree with Jay.  Completing sets after you’ve played and leveled beyond their usefulness does not make any sense.  I say get rid of low and mid level sets and make all set items end-game gear—“packages” that were used by very powerful figures in the Diablo universe; “packages” that, after the figures demise, became disbanded/hidden/lost over the course of time.

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Mackan
Posted 25, Dec 2008 07:09 AM
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Drop entire sets, and make them very rare drops. And I don’t mind some history bound to the set, like it was used by a powerful “insert monster name” found in Hell, 3000 years ago.. Something like that. Dropping individual pieces of sets does not make sense to me.

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redrach
Posted 25, Dec 2008 07:58 AM
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“I still play Diablo 2 because there’s nothing that really gives me that experience of having all the awesomeness of an action game with all the reward and progression of an RPG.”
This is so true.
Great interview.

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