Creating good random map generators is a difficult task in video games, and something we’ve seen done with relative success in all of the Diablo games. Diablo 1 had four dungeon types with quite different maps for each area, though all were just big squares with different arrangements of the pieces within them. (The Hellfire […]
Moldran has created a video history of Diablo I and Diablo II, with game visuals and narration of events. It touches briefly on the developers and ARPGs in general, but focuses mostly on the games and gameplay, including memorable game encounters like The Butcher and the Secret Cow Level, but also the major problems like […]
- [1.07 & 1.13d SC FAM FTS] ISO/FT
- Design a Diablo 3 Legendary Item at Blizzcon 2014
- Re-intro thread
- Are you going to play Season 2?
- RoS: How are you Wizards doing?
- What are your favorite gems?
- Anything Goes D2 Lounge!
- BlizzCon 2014
- The Diablo 3 Podcast #155: Fave LGems and…
- Skill-less tournament (3rd edition)
- Greater Rift Monster HPs Exploit HotFixed
- Diablo 2 veteran lost with Diablo 3: help needed!
Zynga Launches A Diablo ClonePosted 14 Nov 2012 by
It’s less fun to hate on Zynga now that their FB-exploiting, cash shop evil business model is cratering, but they’re still a handy bad guy to point and howl at, and with a new Diablo-clone game just launched on their system, here’s our chance.
The game is called Legends, Rise of a Hero and it’s a fairly standard ARPG clone with cute, cartoony graphics that’s played through your browser. Geek.com has a nice little review article about it, and there’s even a video to check out some of the gameplay. If you’re wondering how the usual Zynga formula of requiring players to spend cash and spam the game on Facebook to make any real progress works in a Diablo-clone, the article provides some hints:
Like most Zynga games, Legends leverages the social aspect of Facebook in order to influence the game, for better or worse. Friends players end up recruiting in the game become computer-controlled members of the party, but the game employs the oft-used mechanic of artificially limiting how many actions players can take per day. As one might expect, there’s a cash shop to help alleviate the otherwise slow progress that limited actions create.
In order to speed up your ability to actually play the game once you run out of actions, Legends employs the usual Facebook game choices of spending real-life money, asking your social network friends for help, or simply doing something else with your life and waiting for your turns to refill.
…Early reports suggest the game relies heavily on social interaction, in that health potions are too expensive, and due to the limited availability of actions, players will need a competent party to keep their health high. Those that have played social games like this in the past, such as Dungeons & Dragons: Heroes of Neverwinter, will be very familiar with the concept of having to wait around for actions, and thus health, to refill.
I have trouble believing anyone who can play an actual ARPG like Diablo or Torchlight would settle for this sort of thing, but maybe if you were really bored at work/school, or didn’t have access to a computer that could run a real game? Has anyone tried it out? Or unfriended someone who was playing and kept spamming you with status updates on their Wizard’s growing crop of Fireball spells?
Click through to view the video.