Jay Wilson @ Crispy Gamer

Posted 7th Sep 2008 04:18 AM by Flux

A new interview with D3 lead Jay Wilson has been posted today. The interview seems to be another one from Leipzig, but that’s not made clear. You’ll want to skip page one if you’ve already heard enough about the art direction issue, but pages 2 and 3 have some good stuff on preserving the core Diablo features, possibility of a console port, multiplayer, etc. A quote about dungeon randomization:

[BLUE=“http://www.crispygamer.com/interviews/2008-09-05/detailing-diablo-iii-the-jay-wilson-interview-3.aspx”]Wilson: Yeah. It’s probably one of the biggest challenges we’ve made. But you got to take it on because it’s Diablo! There’s like seven things that we’ve identified—replayability through randomness was one of them. Absolutely everything that we can do to improve the randomness. But we looked at the exteriors in Diablo II and realized, the fact that the layouts were random actually didn’t improve the game that much. If anything, it hurt the look of the game, because organic environments don’t lend themselves to being randomly generated.

You end up generating an outdoor environment like you’d generate a dungeon. So you create a room-like outdoor environment that also has no permanence to it. The world feels very transient. We decided to change that but add in things like the adventure system. On top of all that, all of the monster encounters are randomly generated. The rares and champions—which are the mini-bosses—are randomly generated. The items, and attributes on the items, are randomly generated. Essentially we’re trying to match the amount of randomness you see in Diablo II.[/BLUE]

Remember that you can find all pictures, video interviews, regular interviews, previews and important Blizzard quotes in the DiabloWiki Media Coverage archive of Diablo 3.




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Uldyssian
Posted 07, Sep 2008 07:03 AM
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I’m not sure why the art debate was such a topic of discussion… some gamers have a narrow range of art appreciation is all… not much you can do about that. Thankfully Blizzard does and they know when a fan outcry has merit or is just way off base. That’s why they are tweaking corpse fade and such, valid arguments. But when you have a new generation of dark games lacking artistic integrity and color you get a group of people who have decided that’s the right way to make a dark game. No color = macho? Whatevs.

On another note, static outdoors hints at laying a steady framework for a world that is going to be explore again in later games.

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CaptainDingo
Posted 07, Sep 2008 08:07 AM
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My only problem was this.

"organic environments don’t lend themselves to being randomly generated"

What’s he smoking? Nothing looks less organic than a static, hand-made forest. Some of the best foliage in recent gaming was procedurally generated.

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konfeta
Posted 07, Sep 2008 09:23 AM
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He is talking about the lay out. Or you think that Diablo 2’s string of boxes were "good example of outdoor randomization?"

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Uldyssian
Posted 07, Sep 2008 10:22 AM
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Yeah… You can create a much more natural realistic environment if things aren’t being changed. I guess you misread it.

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Uldyssian
Posted 07, Sep 2008 10:27 AM
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Also. When you are allowed to create one layout you can give yourself more room for variety and diversity. Randomness works very well in dungeons but like he says a random outdoor world very often reduces the feel that you are in a real place. Just ask Act 3… *shudders*

Haha.

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Flux
Posted 07, Sep 2008 03:09 PM
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I initially greeted the “largely static outdoor areas” with a frown, but thinking back on D2… it could definitely be improved on. After all, was there anything anywhere in act 1-5 in an outdoor area that was memorable? all the surface areas in act 1 blended together, and sure, the shapes of the green grassy rectangles were different, but so?  I think it would have been boring if they’d been the exact same shape/size/dimensions every game, but they were pretty boring as they were. The same is largely true for act 2 and 3 also; you didn’t know which way to go to find the next area, but all the desert/cliffs/oasis/ruined houses, or trees/swamps/rivers looked essentially the same every game.

The areas I remember more clearly were the non-random chunks, since they were different and somewhat special. The Field of stones, the tree of inifuss, the flayer village near the Gidbinn, that cool stained glass island area in act 4, and shenk’s platform in act 5. And all of those are basically what d3’s looking at for surface area stuff. Cool, distinctive, designer-designed chunks of level, in which semi-random events can occur.

The analogy to D2 is if sometimes you got Shenk on his platform, and other times you got a bunch of champions, or an NPC with a mini-quest, or even nothing at all. It would be surprising and interesting, and you’d want to go there to see what it was each game. (At least until you’d done it 50x and memorized all 8 possibilities.  let’s hope they do get some of the ultra rare quests and events in, to spice’n up the activities.)

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popodomo
Posted 07, Sep 2008 08:23 PM
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Yea, you make a great point Flux.  I really like the direction they are going, in static outdoor enviro’s and random dungeons. 

Maybe it will be where they will have, like you said, different grpings of monsters, say random monster packs, per game.  Where each game would have a random set of monsters but monsters indigenous to that area, at least, that is what I am hoping for. 

Like instead of hordes of Goatmen outdoors, you will see more bull demons and undead as well as their specific set of unique monsters.  That’s something I’d look forward to.

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Morannon
Posted 07, Sep 2008 09:43 PM
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I really like that what monster types show up in an area will be more random. It will hopefully force everyone to pay attention and change strategy every now and then. I didn’t like it in D2 that you could design your character for a specific area and monster type and top the ladder that way. But thankfully with these changes, solo going one trick ponies will be pushed down to the bottom of the ladder.

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Uldyssian
Posted 08, Sep 2008 04:27 AM
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Yeah. They know what is an improvement and what should stay the same. That’s why their sequels and new games keep getting Game of The Year and such. Talented and smart people.

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