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Paul Sams on Blizzard's New MMO and Game Development
18th Aug 2008 06:07 PM GMT by Leord 10 comments9
Bashiok on Graphics and Game Design
16th Aug 2008 02:16 AM GMT by Flux 0 comments19
Contest: Win Swords Book, WoW Beta, and Tyrael Mini-Pet
15th Aug 2008 08:09 AM GMT by Flux 14 commentsLatest News
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Gaming Business News
20th Aug 2008 12:26 PM GMT by Flux 0 comments
A couple of related articles on the business of computer games, and Activision/Blizzard's performance of late. The first comes from Neoseeker, and is an analysis of some yearly sales figures.
The article also talks about the spread of PCs into homes and the prospects for future sales increases driven by upcoming titles such as Starcraft 2 and Diablo 3.
Elsewhere, Kotaku has a post with some analysis of Activision/Blizzard's recent buyback of some of their own stock, financial news that warranted coverage on business sites. The company has tendered an offer to buy up to "146,500,000 shares of its outstanding common stock at a price of $27.50." This sort of thing is fairly standard practice for companies with a surplus of cash on hand from high earnings, and it frequently causes the stock price to jump due to scarcity and good publicity. ATVI closed Tuesday at around $35 a share, and with a two-for-one stock split set to take effect August 25th, this might be a good time to invest in your favorite gaming company.
Or not; I'm not exactly a financial analyst, nor do I play one on the Internet. Stock advice offered in this post is the opinion of the author, and not necessarily the view of Diii.net.
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...$10.7 billion was what came of computer gaming last year, with retail sales accounting for 30 percent of total revenues. The increase previous years was driven mostly by online revenues from Asia, the world's largest market, which evidently is responsible for nearly half of total global sales at this point.
Online PC gaming generated $4.8 billion in revenues, about double the worldwide retail sales for PC titles. Digital distribution is on the rise, too, with those sales getting up to $2 billion. Advertising via websites, portals, and the games themselves made $800 million.
Online PC gaming generated $4.8 billion in revenues, about double the worldwide retail sales for PC titles. Digital distribution is on the rise, too, with those sales getting up to $2 billion. Advertising via websites, portals, and the games themselves made $800 million.
The article also talks about the spread of PCs into homes and the prospects for future sales increases driven by upcoming titles such as Starcraft 2 and Diablo 3.
Elsewhere, Kotaku has a post with some analysis of Activision/Blizzard's recent buyback of some of their own stock, financial news that warranted coverage on business sites. The company has tendered an offer to buy up to "146,500,000 shares of its outstanding common stock at a price of $27.50." This sort of thing is fairly standard practice for companies with a surplus of cash on hand from high earnings, and it frequently causes the stock price to jump due to scarcity and good publicity. ATVI closed Tuesday at around $35 a share, and with a two-for-one stock split set to take effect August 25th, this might be a good time to invest in your favorite gaming company.
Or not; I'm not exactly a financial analyst, nor do I play one on the Internet. Stock advice offered in this post is the opinion of the author, and not necessarily the view of Diii.net.
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Tags: business
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Blizzard is Dominating the Sales Charts
20th Aug 2008 11:58 AM GMT by Leord 0 comments
The US NPD Sales Charts for August 3rd to 9th are in, and they continue to be a one-developer-story, taking half of the positions without even releasing a new game yet. WoW, Diablo and WarCraft are covering the positions with primarily battle chests. Are people re-discovering their old pastimes, or being made to start playing these games by their friends? One thing is sure, the Blizzard fan family is getting bigger by each week. Welcome home!
1. WoW: Battle Chest
2. The Sims 2 Double Deluxe
3. World Of Warcraft
4. Nancy Drew: The Phantom Of Venice
5. Spore Creature Creator
6. Diablo Battle Chest
7. Warcraft III Battle Chest
8. WoW: Burning Crusade
9. The Sims 2 Ikea Home Stuff
10. Call of Duty 4
PS. if you are getting your copy, remember you can get it in our shop and support the site at the same time!
Thanks, IncGamers.
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Dead Fish #2, by Brother Laz
19th Aug 2008 02:30 PM GMT by Flux 1 comments
Hide the good china and recalibrate your sarcasm-o-meters, since it's time for another installment of Brother Laz's Dead Fish. As he established in his first offering, little is sacred and nothing is safe, so be warned, and dig in. This time Brother Laz offers bite-sized, biting commentary on a many of the D3 controversies of the past few weeks, including the missing Necromancer, D3's vanishing Art Director, HGL's failed art design, the D3's mercs (or not), Blizzard's D2 neglect as part of a grand scheme to build demand for a subscription version of D3's Battle.net, and more.
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Tags: columnist, dead fish
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Bill Roper on Flagship, Diablo 3 and More
19th Aug 2008 02:04 PM GMT by Rushster 6 comments
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.
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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.
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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Tags: art direction, bill roper, flagship
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No Playable D3 at Leipzig
19th Aug 2008 11:15 AM GMT by Flux 1 comments
The massive European Gaming Convention is kicking off in Leipzig, Germany later this week, and Blizzard will have a presence at it, but unfortunately for us D3 fans, they won't be showing much new from our game. Bashiok previously stated that their booth would be more akin to a Comic Con display than a full gaming show spectacle, and today Kotaku is reporting that there will not be playable Diablo 3 machines at the show.
It sounds like the best we can hope for are some D3 team interviews, and probably a few new screenshots and artworks. If anything, this should heighten anticipation for Blizzcon, since that's apparently the first place anyone outside of Blizzard will get their hands on a playable build of D3. Speaking of Blizzcon... Blizzard sent us several several tickets to the sold out event, to distribute as we see fit. More contests coming up!
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It sounds like the best we can hope for are some D3 team interviews, and probably a few new screenshots and artworks. If anything, this should heighten anticipation for Blizzcon, since that's apparently the first place anyone outside of Blizzard will get their hands on a playable build of D3. Speaking of Blizzcon... Blizzard sent us several several tickets to the sold out event, to distribute as we see fit. More contests coming up!
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Tags: blizzcon 2008, leipzig 2008
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Weekly Wallpaper
18th Aug 2008 10:31 PM GMT by Flux 0 comments
Another week, and some cool new wallpapers to enjoy. Blizzard released the 5th official D3 wallpaper, putting their logo on the large concept painting of the city of Ureh, and HolyKnight took a break from his fiery runes series to make this official-looking wallpaper of Tyrael. As always, HK has written something about his artistic process and provided links to the wall in a variety of dimensions in the image caption. Also, why limit your Diablo 3 wallpapers to your computer? HK's put together a couple of iPhone wallpapers as well. See all of these and many more in our Wallpaper Gallery.
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Tags: wallpaper
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Paul Sams on Blizzard's New MMO and Game Development
18th Aug 2008 06:07 PM GMT by Leord 10 comments
VentureBeat have posted a Q&A with Paul Sams about Blizzard and game development, especially in the light of the Activision-Blizzard merger. He answers and comments on a number of questions, including the big question mark of the unannounced MMO. That question naturally gets no more than a comment, but interesting never the less:
Diablo or StarCraft MMO? Or possibly a new franchise? They could develop the MMO parallel to a current development, like with WarCraft III, in which case both Diablo and StarCraft are good bets. Both are getting a lot more complex lore, and both can end in a fashion as to make a transition to MMO easier, story-wise.
The rest of the Q&A session is most of the usual talk about game design from Blizzard. It's interesting, but also something we have heard many times before.
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Blizzard Quote: (Source) |
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| VB: You’ve got StarCraft II, Diablo III, World of Warcraft: The Wrath of the Lich King, and a new MMO? PS: We have three announced games. You may be referring to the fact that some folks have noticed on our web site that we are hiring for a next-generation MMO. That’s listed on our web site but we aren’t ready to share anything on that yet. We’re hiring for that. We’re also trying to move to best-in-class customer service now. |
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Diablo or StarCraft MMO? Or possibly a new franchise? They could develop the MMO parallel to a current development, like with WarCraft III, in which case both Diablo and StarCraft are good bets. Both are getting a lot more complex lore, and both can end in a fashion as to make a transition to MMO easier, story-wise.
The rest of the Q&A session is most of the usual talk about game design from Blizzard. It's interesting, but also something we have heard many times before.
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Baranor's Den #3: My Tribe, Your Tribe
18th Aug 2008 10:06 AM GMT by Flux 0 comments
The third installment of Baranor's Den is now onling for your reading pleasure. In this one Baranor muses on the caveman-like structure of online gaming clans, talks about the ways online MMOs have improved on the guild support offered in Diablo II, and speculates about what sort of friend tools we might see in Diablo III.
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Tags: baranor's den, columnist
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Diablo 3 Panels at BlizzCon
17th Aug 2008 12:32 PM GMT by Flux 3 comments
We posted links when these first went online, but we never actually quoted them in a news post, so in case anyone hasn't seen them by now, here are the three Diablo 3 panels we'll see at this year's BlizzCon in early October.
Two other panels look fairly certain to have some Diablo 3 material as well:
All the panels will (presumably) be broadcast live on Direct TV, and will (hopefully) be recorded and uploaded afterwards, so those of you without a satellite dish, or who are located outside the US, have a chance to see. As they did at the WWI, the Blizzcon panel presentations and Q&As will provide good info, but they won't be the only source of nourishment at Blizzcon. Playable (and watchable) machines running Diablo 3 will be on the show floor, and people lucky enough to attend Blizzcon (like me) will be glued to them all weekend, storing up info to report back on. We'll surely get a bunch of new screenshot releases and perhaps a gameplay movie as well, as the D3 coverage flows like lamprey from a freshly-burst Grotesque.
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Blizzard Quote: |
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| Diablo III Class Design You’ve witnessed the raw physical power of the barbarian and the terrifying alchemy and diseases of the witch doctor. Now you can learn more about these heroes -- and see if any other champions emerge to defend the mortal world. Diablo III Game Design Get a detailed look at the design and development process behind the visceral gameplay of Diablo III. We’ll explore the influence previous Diablo games have had, as well as the new and exciting features the upcoming sequel has to offer. Diablo III – Lore and Art From lore to spell effects, from creature design to quests -- sit down with our writers and artists as they discuss the creative process of building Diablo III’s rich world of Sanctuary. |
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Two other panels look fairly certain to have some Diablo 3 material as well:
Blizzard Quote: |
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| Blizzard Cinematics Learn how we bring our epic stories to life through high-quality cinematic sequences -- and meet the people who make it possible. Blizzard Sound and Music The Blizzard Sound Team shares its insights on creating sound effects and music for the vast and varied Warcraft, StarCraft, and Diablo universes. Learn the role that sound design plays in creating believable worlds. |
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All the panels will (presumably) be broadcast live on Direct TV, and will (hopefully) be recorded and uploaded afterwards, so those of you without a satellite dish, or who are located outside the US, have a chance to see. As they did at the WWI, the Blizzcon panel presentations and Q&As will provide good info, but they won't be the only source of nourishment at Blizzcon. Playable (and watchable) machines running Diablo 3 will be on the show floor, and people lucky enough to attend Blizzcon (like me) will be glued to them all weekend, storing up info to report back on. We'll surely get a bunch of new screenshot releases and perhaps a gameplay movie as well, as the D3 coverage flows like lamprey from a freshly-burst Grotesque.
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Tags: blizzcon 2008
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Extra BlizzCon Ticket Update Next Week
16th Aug 2008 01:02 PM GMT by Rushster 0 comments
Blizzard has issued an update regarding the the ticket draw for BlizzCon tickets. Blizzard plan to reveal more information early next week for the extra BlizzCon tickets that will be made available for fans who did not manage to book tickets following the technical issues when the tickets went on sale last week. A further three thousand tickets are being made available via an opt-in system.
Thanks IncGamers
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Blizzard Quote: |
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| We recently announced that we will be offering 3,000 more BlizzCon 2008 tickets for sale via a drawing. Soon, eligible Blizzard Account holders who created accounts prior to 9:00 p.m. PDT on Tuesday, August 12, 2008 will be able to opt in for a chance to purchase up to two tickets to the show. We’re aware that many players are waiting for this drawing, and we appreciate your continued patience as we finalize the details. We’ll have more information to share here and on our other websites early next week. Please note that a Blizzard Account is an account created for the Blizzard Online Store -- as opposed to an account created for a Blizzard game, such as World of Warcraft. If you have any questions regarding Blizzard Accounts, please read our Blizzard Account FAQ. |
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Tags: blizzcon
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Max Schaefer and Travis Baldree Interview
16th Aug 2008 11:21 AM GMT by Flux 2 comments
Another interview has popped up with the ex-Flagship North guys who just founded Runic Games, and it's a fascinating read. They talk about the (unsuccessful) scramble to find more funding for Flagship, what the company's doing now on its last legs, their plans for Runic Games, the market for "AAA casual" titles, growing acceptance of RMT in Western RPGs, and much more. Best of all for our needs, they Diablo 3 as well. A couple of quotes:
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GameCyte: Is there pressure to move in the same direction, and go for that bold, colorful style, or do you perhaps think that there might be an unserved market for dark action-RPG titles like the ones zealous Photoshop enthusiasts were making ’screenshots’ of?
MS: I’m loving this controversy, by the way. The same thing happened when we were making Diablo and Diablo II — there was a lot of criticism that it was just too gray and too dark, and that people wanted brighter colors. You’re damned if you do and damned if you don’t with these sorts of games. I think that the team that’s making the game should set the tone of the game, and shouldn’t try to make it something that someone else did… really, they have to create their own vision for the game, and be true to that vision.
Now, I love the really super-gritty, super-dark look of the original Diablos, but I also like what I’ve seen of Diablo III so far. I think both can be wonderful games. What we were doing with Mythos was even more bright and colorful than what Diablo III is shaping up to be, just because we were aiming at a little bit different market; it was going to be a global game, and in Asia they’re very much into the brighter colors and lighter atmosphere. I think also, since Mythos was a social game, something that you’re going to be spending a lot of time not playing, it’s something that you probably want a little bit more inviting atmosphere for.
TB: It also allows us a little more latitude in item sales; if people want to be heavily customizing their characters, there’s someone who always wants to walk around carrying a fish in a floppy hat.
MS: In Diablo I we had naked corpses stuck on stakes and it was really kind of gruesome… not where you’d want to meet your girlfriend and get married.
GameCyte: I’m curious what kind of cues you might be taking from Blizzard on your next titles. Bill Roper once said Mythos was the most genuine Diablo title; but as Blizzard North becomes further fragmented, will you be able to make that kind of claim again?
TB: I think we’re kind of moving toward making a slightly different kind of title at this point. Diablo III is coming down the tracks, and I’d rather be on the tracks alongside them rather than directly in front of them when they come rolling through. What we really started to do with Mythos was make it more of a social action-MMO, where there was a shared overworld where people spent a lot of time interacting, and I think it’s important for the free-to-play microtransaction market for people to be able to spend time interacting face to face in larger groups, rather than “I only see you in the lobby and then I’m off with my party for the remainder of the time.”
TB: We still want the random, fast play experience that we had, but it’s important for us to differentiate ourselves from Diablo III and Sacred 2 as they come down the line by having that sort of shared community feel to the game. Auction houses, crafting, more traditional MMO trapping within the context of a game that’s much faster paced and doesn’t require the same sort of time commitment.
MS: Diablo III is not shaping up to be an MMO at all; Diablo III is in the vein of extending what Diablo II did. What we’re doing is taking the Diablo-style action and moving it into the MMO space, and not into the casual games space. The missions are different, and we’re really excited about Diablo III. We can’t wait for it to come out, just so we can play it, and we have nothing but respect for the Blizzard guys. They’re incredibly talented, and I know that Diablo III’s going to be a top-notch game. But, fortunately for us, we’re going in a slightly different direction.
MS: I’m loving this controversy, by the way. The same thing happened when we were making Diablo and Diablo II — there was a lot of criticism that it was just too gray and too dark, and that people wanted brighter colors. You’re damned if you do and damned if you don’t with these sorts of games. I think that the team that’s making the game should set the tone of the game, and shouldn’t try to make it something that someone else did… really, they have to create their own vision for the game, and be true to that vision.
Now, I love the really super-gritty, super-dark look of the original Diablos, but I also like what I’ve seen of Diablo III so far. I think both can be wonderful games. What we were doing with Mythos was even more bright and colorful than what Diablo III is shaping up to be, just because we were aiming at a little bit different market; it was going to be a global game, and in Asia they’re very much into the brighter colors and lighter atmosphere. I think also, since Mythos was a social game, something that you’re going to be spending a lot of time not playing, it’s something that you probably want a little bit more inviting atmosphere for.
TB: It also allows us a little more latitude in item sales; if people want to be heavily customizing their characters, there’s someone who always wants to walk around carrying a fish in a floppy hat.
MS: In Diablo I we had naked corpses stuck on stakes and it was really kind of gruesome… not where you’d want to meet your girlfriend and get married.
GameCyte: I’m curious what kind of cues you might be taking from Blizzard on your next titles. Bill Roper once said Mythos was the most genuine Diablo title; but as Blizzard North becomes further fragmented, will you be able to make that kind of claim again?
TB: I think we’re kind of moving toward making a slightly different kind of title at this point. Diablo III is coming down the tracks, and I’d rather be on the tracks alongside them rather than directly in front of them when they come rolling through. What we really started to do with Mythos was make it more of a social action-MMO, where there was a shared overworld where people spent a lot of time interacting, and I think it’s important for the free-to-play microtransaction market for people to be able to spend time interacting face to face in larger groups, rather than “I only see you in the lobby and then I’m off with my party for the remainder of the time.”
TB: We still want the random, fast play experience that we had, but it’s important for us to differentiate ourselves from Diablo III and Sacred 2 as they come down the line by having that sort of shared community feel to the game. Auction houses, crafting, more traditional MMO trapping within the context of a game that’s much faster paced and doesn’t require the same sort of time commitment.
MS: Diablo III is not shaping up to be an MMO at all; Diablo III is in the vein of extending what Diablo II did. What we’re doing is taking the Diablo-style action and moving it into the MMO space, and not into the casual games space. The missions are different, and we’re really excited about Diablo III. We can’t wait for it to come out, just so we can play it, and we have nothing but respect for the Blizzard guys. They’re incredibly talented, and I know that Diablo III’s going to be a top-notch game. But, fortunately for us, we’re going in a slightly different direction.
[more...]
Tags: hellgate london, max schaefer, mythos, runic games, travis baldree
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Bashiok on Graphics and Game Design
16th Aug 2008 02:16 AM GMT by Flux 0 comments
Some players pointed out apparently darker elements in the latest screenshots, and were curious about the scars on the Barbarian. New build making graphical changes? Not so much, says Bashiok.
Elsewhere, Bashiok replies at length to a rambling complaint(?) by a fan who is "distrubed" that D3 isn't going to be as fun as D1 and D2 were, since what was fun in them was usually due to a bug or something being overpowered.
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Blizzard Quote: (Source) |
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| All of the screenshots being posted were taken pre-announcement, the same time the video was shot. So no, there isn't any difference. There are darker parts, and lighter parts, and while there are certain to be lighting tweaks as we go it isn't expected to change dramatically. ...Those are actually fading crit blood sprays. When you get a crit death on a monster (that isn't an elemental crit death) it sprays the hero with blood (decals) and those then slowly fade over time. The screenshot shows them pretty much faded all the way out which gave them the appearance of scars. Maybe we can get some screenshots out that show the blood sprays a bit more effectively. |
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Elsewhere, Bashiok replies at length to a rambling complaint(?) by a fan who is "distrubed" that D3 isn't going to be as fun as D1 and D2 were, since what was fun in them was usually due to a bug or something being overpowered.
Blizzard Quote: (Source) |
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| Hrmmm, I was really confused at first but I think you make a very valid point. However, game development and design just doesn't tend to work the same as it used to, and I'm not talking about Blizzard games, but just in general. The days of design-by-luck are by no means gone, but far less accepting are players of flaws as valid rules. It requires a more methodical and player-serving approach. I actually think it may have to do somewhat with the increase in expectations of customer service and consumer rights... possibly the ever-shrinking attention span, regardless though, players have higher expectations from their games, and systems/rules that may have worked or were at least accepted as part of the game even a few years ago rarely fly these days. It's not the same market, and you're not applying to the same small group of core gamers anymore. Aside from that I don't think most still enjoy the masochistic, obscure, and often overly-complex or undefined game design of yore. Nostalgia blinds though. Anyway... I don't know, I'm just a player myself, but I think I get where you're coming from and the best we can do is play games and enjoy ourselves. Maybe more than we ever have before, but nostalgia is such a powerful lie it makes it difficult to properly weigh the experiences. I'm reading a bit between the lines of your posts though I think, and getting way too far from discussing health regeneration in Diablo games. I know at this point I probably can't really allay your concerns in this specific case until you try it out, except to say that I believe you're wrong in regards to health globes. The overuse of potions was a path of least resistance, and I don't feel removing it detracts anything from the game except to say that it's something that was in a previous title in the series. |
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Tags: bashiok, design theory, graphics
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Travis Baldree Interview
15th Aug 2008 01:03 PM GMT by Flux 6 comments
Our parent site IncGamers has posted an exclusive interview with Travis Baldree, formerly the lead designer on Mythos at Flagship North, now the founder of Runic Games. The interview covers the (sad) final fate of Mythos, their plans for their new property, Travis' ideas on integrating RMT into a Western MMO-style game, the huge shadow cast by Diablo 3 and WoW in the genre, and more. It's a good interview with some very direct questions, and well worth a read. A couple of quotes:
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How close to release do you think Mythos was? How successful do you think it could have been in today's market?
We were scheduled to go into Open Beta in October, with commercialisation 2 months after that - we were very, very close. We all believed in what we were doing with Mythos, and think it could have been pretty successful, especially with ongoing development.
Did the announcement of Diablo 3, and the huge immediate interest in that sequel, make you feel Mythos was not up to the comparison or do you think the two games serve a different market?
Like everyone else, we watched the Diablo 3 videos avidly on release, and had long and intense discussions about their approach, and what we could learn from them. I think there are many great lessons for us in what they've done - but I think we all believe we need to differentiate ourselves from Diablo 3 to succeed. Since Diablo appears to be staying with the classic Battle.Net setup ( I'm sure with some great new features ), we felt that we should focus on our differentiating factors - a more social environment with a large shared space, and a free-to-play business model to lower the barrier to entry. I think we can definitely succeed as long as we make sure to forge our own identity.
We were scheduled to go into Open Beta in October, with commercialisation 2 months after that - we were very, very close. We all believed in what we were doing with Mythos, and think it could have been pretty successful, especially with ongoing development.
Did the announcement of Diablo 3, and the huge immediate interest in that sequel, make you feel Mythos was not up to the comparison or do you think the two games serve a different market?
Like everyone else, we watched the Diablo 3 videos avidly on release, and had long and intense discussions about their approach, and what we could learn from them. I think there are many great lessons for us in what they've done - but I think we all believe we need to differentiate ourselves from Diablo 3 to succeed. Since Diablo appears to be staying with the classic Battle.Net setup ( I'm sure with some great new features ), we felt that we should focus on our differentiating factors - a more social environment with a large shared space, and a free-to-play business model to lower the barrier to entry. I think we can definitely succeed as long as we make sure to forge our own identity.
[more...]
Tags: flagship studios, mythos, runic games, travis baldree
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Jay Wilson: D3 aims to broaden the audience
15th Aug 2008 10:26 AM GMT by Flux 4 comments
Mtv's MP Blog has dribbled forth their daily tidbit from the Jay Wilson interview they conducted a couple of weeks ago, and today's is actually pretty interesting. In this one Jay talks about approachability and difficulty scaling in Diablo 3. The game is very easy early on, he explains, but it ramps up considerably in later sections, and has a great deal of depth over the long term. Yes, this is fairly standard "easy to learn, tricky to master" Blizzard game design 101, but it sounds so captivating when it's about Diablo 3!
I've no argument with Jay's overall design theory, but the disinformation about potions he and the rest of the D3 team have perpetuated in every interview since the WWI is beginning to wear on me. Can whoever next interviews him point out that most high level characters in Diablo 2 hardly ever drink potions? D2 isn't too easy because it's got potions; it's too easy since leech and mana regen equipment is so common and powerful.
[more...]
Keeping the game approachable is key for Wilson. “It’s one of the reasons why we made some of the choices we made, like when we pulled out the potion system,” he said. “When we wanted to add a hot bar we knew we had to pull the potion stuff out. Every time we add something, we have to pull something out to keep the game very simple and straightforward to play.”
“One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So when you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them… by just spiking the difficulty.”
“One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So when you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them… by just spiking the difficulty.”
I've no argument with Jay's overall design theory, but the disinformation about potions he and the rest of the D3 team have perpetuated in every interview since the WWI is beginning to wear on me. Can whoever next interviews him point out that most high level characters in Diablo 2 hardly ever drink potions? D2 isn't too easy because it's got potions; it's too easy since leech and mana regen equipment is so common and powerful.
[more...]
Tags: jay wilson
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Bashiok on Spell Visuals and Game Conventions
15th Aug 2008 10:07 AM GMT by Flux 0 comments
Bashiok answered a few queries today. To a poster who complained about the obscuring visual fireworks created by various Diablo 2 skills, Bashiok explained the D3 Team's design philosophy.
Other fans are hungry for more content, and are already wondering if we'll see the goods at Blizzcon. Will we get a gameplay movie? Bashiok deals with one such fellow with Roper-ian grace, acknowledging, inspiring, and redirecting him so smoothly he never even feels the PR knife slide in.
Other forum goes are not so easily put off, and a follow up question is quickly posed, asking what sort of information we'll see released to coincide with that major German gaming event. Not a whole lot, apparently:
[more...]
Blizzard Quote: (Source) |
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| Keeping the visuals distinct and "readable" is an extremely important focus for us, and as has been stated quite a few times, relates to a lot of the art style and direction choices. You need to be able to read the scene, tell monster and player apart, and not have it turn into a mess of spell effects. While we're really aiming for over-the-top skills and effects, it's going to be a constant goal (and likely struggle) to keep those in line so that in a multiplayer game it's going to retain its readability. It's fine for things to get chaotic, it will happen and we want there to be mass-mayhem and slaughter, but we're trying to keep the game playable even during the chaos. It's a balance. |
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Other fans are hungry for more content, and are already wondering if we'll see the goods at Blizzcon. Will we get a gameplay movie? Bashiok deals with one such fellow with Roper-ian grace, acknowledging, inspiring, and redirecting him so smoothly he never even feels the PR knife slide in.
Blizzard Quote: (Source) |
||
| Well, you'll just have to wait and see! In the more immediate future a few of us are heading out to Leipzig for GC next week. We'll be joining our friends from the Blizzard Europe office to meet and greet the fans. If you happen to be passing through Germany and also happen to have a ticket to the convention, be sure to stop by and say hello. |
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Other forum goes are not so easily put off, and a follow up question is quickly posed, asking what sort of information we'll see released to coincide with that major German gaming event. Not a whole lot, apparently:
Blizzard Quote: (Source) |
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| From what I gather I think I would equate it more to our presences at similar booth-style conventions, ComicCon and GenCon Indy in years past, for instance. We have a booth, usually some gaming stations set up, and we talk with people about the games and hold interviews. I fully expect some good interviews with Jay to come out of it, but I would more or less expect that to be the main focus of information coming out of the show regarding Diablo III. Stop by and say hi though. I think I may be the only Blizzard person there with a goatee, so I should be easy to spot. I'm scheduled to be there every day to chat up fans about the game. |
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[more...]
Tags: bashiok, blizzcon 2008, leipzig 2008
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