Bill Roper on Flagship, Diablo 3 and More

Posted 19th Aug 2008 02:04 PM by Rushster

In a rather frank interview with 1UP, Bill Roper explains what went wrong with Flagship and the current situation with the game and of course Mythos. In the interview he also talks about Diablo 3 and even touches on the recent art controversy.

GFW: What was your own gut reaction to the art direction?

BR: I just thought it was different. I think the thing I always liked about the Blizzard North and Blizzard HQ constructs is the fact that they were two very distinct groups. At Irvine, we had a way that we approached things—game development, art style, from color to character shapes, everything—that was very distinct from the guys at Blizzard North. I think that it made it pretty compelling when you bought the Diablo titles. You got something that was markedly different from what you got out of a WarCraft or StarCraft. I think now, because everything’s down there, you’re seeing the Irvine take on the Diablo universe. So it’s just the direction they’re going with the people they have and the mindset there. I always liked the fact that Diablo was very dark and Gothic and gritty and edgy, but I don’t think there’s anything particularly wrong with the direction they’ve gone. They just chose to go a different way.

I think the core Diablo fans are saying, “We really like the dark, edgy, gritty look of that game!” We had people impaled on spikes, for god’s sake. And now it’s kind of bright and airy and doesn’t quite feel the same. But I dunno. I look at it, and it’s got high production quality, and it looks like it’s going to be really fun to play. I think that wall of zombies is the coolest concept for a spell maybe ever. It’s not any different in terms of gameplay mechanics, but it’s so cleverly thought-out. I’m gonna raise a wall of undead! Oh my god, why didn’t we ever think of that! It’s genius! So I look forward to that. Again, it’s a take on something, even if it’s different. With Mythos, it’s a thing where…it’s mostly done, and you want the guys who were working on it, pouring their vision into it, their heart and soul into it, to be the ones who complete it. Short of somebody else being involved with the project, I don’t really see that happening.




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konfeta
Posted 19, Aug 2008 08:28 PM
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He finally realized what a colossal mistake having both free and subscription modes for the game? Damn man.. Well, at least better late than never.

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SCFreelancer
Posted 19, Aug 2008 08:54 PM
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Really good interview. It gives alot of insight on what happened.

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Kyrali
Posted 19, Aug 2008 08:54 PM
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I’m not sure I particularly put much weight in Bill Roper’s take on the art issue, since I think the art design for HG:L (with the exception of nice looking characters) was pretty awful.

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CaptainDingo
Posted 19, Aug 2008 09:08 PM
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Pretty much. Hellgate looked like Doom 3. Except worse. Which isn’t something to be very proud of when Doom 3 is several years older than Hellgate.

Anyways, maybe it wouldn’t be too late for them to make a game with the same business model as Guild Wars. Large persistent world, "blocked" off, one-time purchase, free online play. Obviously it’d have to be better than Guild Wars. That game makes my skin crawl.

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Risingred
Posted 19, Aug 2008 10:03 PM
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"He finally realized what a colossal mistake having both free and subscription modes for the game?"

It helps if you actually read the article. It was an awesome article too; how often to you see that kind of blatant candor from people in the gaming industry, especially "higher-ups" such as Bill Roper? He’s always been presented as an awesome guy, though. Geoff Frazier still speaks very highly of him.

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konfeta
Posted 20, Aug 2008 01:07 AM
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It helps if you don’t assume things about whenever I have read or did not read the article.

Granted, the "finally" part of the comment was poorly chosen and implied that he did it after the crash; I should have worded differently.

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Zoa
Posted 21, Aug 2008 09:28 PM
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FTA: "BR: Free- and subscription-based. I think we should have picked one or the other."
I agree with that!

"Anyways, maybe it wouldn’t be too late for them to make a game with the same business model as Guild Wars. Large persistent world [..]"
Last time I played Guild Wars (which is a while) every world was instanced (so not persistent). Has this been changed? If HG:L would adopt the same business model then I think it would help if they stop promoting it as a MMORPG which it isn’t (just like Guild Wars).

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