is hitting the live servers tonight/tomorrow after the weekly maintenance concludes, and there’s a ton of new stuff to be had. We’ve been newsing it all up for the past couple of months and keeping all of the DiabloWiki.net articles up to date. We’re datamining the Patch right now, so we’ll have the full data […]
This afternoon Blizzard ran their monthly live stream conversation with a developer, and saw John Yang and Nevalistis join two fans for some action. They finished up through GR30 and Nevalistis scored 4 legendary items and a set item from the final GRG, so lucky to her. The conversation during the live stream covered a […]
- You think you know God? You probably do not.
- New life expected in Dawnmaster's Mansion
- The Glorius Putinslovakia
- Who here is creating a ladder character on Friday
- Where drops the Ramaladni's Gift in Diablo 3 Patch…
- Eating - When Your Brain Won't Say Stop
- The Noodle Compound Bed and Breakfast
- OT: Days of our Lives aka the Beacon's Billboard
- RoS: How are you Wizards doing?
- I have automated others jobs away all my life.
- Diablo 3 Hotfixes - 29 August
- Clash of Clans
Jay Wilson and Christian Lichtner Interview @ the WSJPosted 10 May 2012 by
There’s a nicely-conversational interview with Jay Wilson and Christian Lichtner on the Wall Street Journal’s entertainment blog. It covers a lot of ground including Jay Wilson’s old school FPS mastery, the length of Diablo III’s development, sticking to the isometric view point, changing Diablo 3 to fit modern gaming sensibilities, horror inspirations, the art controversy, character design, and more.
A quote from the piece, and thanks to fmulder for the tip.
Jay: Yeah, one of the lessons that we learned in development was people’s memories of Diablo II were way different than the reality of Diablo II. They remember all kinds of stuff that never actually happened in that game.
Jay: Well when you ask them about game challenge, they remember what it was like in hell difficulty. They don’t remember what it was like in normal difficulty. They remember something that visually darker than it ever was. They remember a variety and depth of monsters that was never there.
Christian: You are competing with people’s memories. And each person’s individual recollections, where they were ten years ago when they played it, that’s tough!
Jay: It’s one of those things where if you love a game, then the things that are bad about it become endearing. Everybody remembers Deckard Cain saying, “Stay a while, listen.” But the reason they remember it fondly now is because it was so damn annoying! He said it every time, and you had to talk to him so often!
Months ago on the Diablo Podcast we were chatting about how nice it would be to just have a conversation with Jay or one of the other devs once the game was out. How it would be much more enjoyable to just talk about things once they could be introspective and retrospective and look back on the development process as a whole, and get away from the “machine gun questions hunting new facts” style of interview. (I (fired that machine gun myself several times, but I much prefer interviews when I can just have a conversation, like the ones I’ve done with Max Schaefer.)
Now that Diablo III is done, at least until the patching begins, we’re getting some interviews of that type, and they’re great reads. Jay’s conversation with AusGamers last week saw a lot of comments that it was the best Jay Wilson interview ever. I wish there was an audio or video link for this WSJ one, but even from the transcript you can get the conversational vibe, and it makes for a nice read. Informative and full of details, but without the probing “tell us something newnewnew!” vibe that makes most interviews during production feel like hurried interrogations.