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http://rpgvaultarchive.ign.com/features/interviews/diablo2.shtml
http://www.metalmusicman.com/forum/i...p?topic=3565.0
This is really interesting:Jay Wilson, lead designer of Diablo 3, once told us about the design philosophy behind Diablo. He told us six of seven rules, which were replayability, accessibility, customization, the dark license, brutal combat and cooperative online play. But what would you say - what is, in your opinion, the core of Diablo's success, the "Diablo formula”? Did you have different rules?
Our initial "list” was very similar, and here's what we always talked about:
Accessible
We very much followed the Blizzard philosophy of making our games "easy to learn but difficult to master.” We worked very hard to lower the barrier to entry in terms of both the game and access via Battle.net. We wanted players to be able to have one-click access to getting online and playing with anyone around the world. And in terms of game play, focusing on a simple point-and-click interface was essential to making the game accessible.
Replayable
The very random nature of the game made it infinitely re-playable. We also came up with the idea to recycle the main game flow not once but twice by introducing difficulty levels (Hell and Nightmare) and then again by have a "Hardcore” mode where if your character died, he was gone.
A Gothic Fantasy World
The setting was dark, and we didn't back down from that. We accepted and embraced the fact that the game was going to be rated M, so we went all out to create a frightening, demonic-infested world where the players were the beacons of light and hope.
More Blood & Fire
When it doubt, add more blood or more fire. Simple, but effective in making the game feel ore exciting and frightening.
Cooperative Online Play
Making the focus of the game co-operative as opposed to competitive separated it from Warcraft and StarCraft, and added to the "heroes versus demons” elements of the storyline. It also fostered a very solid community where our players helped each other by default.
Action-Oriented Combat
We moved away from the common turn-based pace of RPGs and pushed it into the realms of action games. This brought on many arguments as to whether Diablo was even an RPG, but it proved to be incredibly popular with gamers.
The "Slot Machine / Piņata” Effect
The random nature of the game extended into the item system and added an element of anticipation and excitement to every fight. Even opening a chest had that moment of, "What's inside” because of the rarity and randomness of the item system. Internally we called this the "Kill/Reward” mechanic because every time a monster was killed, you should be hopeful for some possibly cool reward.
What do you think - why did pretty much nobody manage to create a real "worthy” successor to Diablo 2 till this day?
The randomization elements are probably the biggest hanging point. It isn't easy by any stretch of the imagination, and Diablo made it look like it is - deceptively so. Also, the pacing of the play is vital to the slot machine effect. The final main element is the elegant simplicity of the item system. To be honest, this is one of the major areas Hellgate: London fell down. We made weapons that could be incredibly customized (so much more than the simple gem system in Diablo II) but this also made it nearly impossible to easily compare two different items. (The Mystic any one?) Our randomization technology was actually amazing, but we suffered from a poor area / story flow and a lack of visual distinction between areas of the game which made it feel even smaller.
Last edited by Vorador; 05-05-2012 at 21:50.
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