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Exclusive Jay Wilson Interview

Posted 11th Oct 2008 06:34 PM by Elly

We just left an interview with Jay Wilson, and we’ll be posting the transcript and full video of it later today. In the meantime, here are some of the juiciest tidbits. Click through to read about the removal of assignable attributes, how waypoints will work in D3, how the party system is changed (removed for redundancy), lots more about spell runes, and how Jay thinks we’ll react to the next character to be revealed…

Attribute points are not player-assignable in D3. They’re not in the blizzcon build, but we thought that was just to simplify things for new players at the show. Jay says no, that’s how it is in the game now. His explanation was that it makes items even more important, and that it lets the designers plan a bit better (they can assume players will have at least X in each stat by a given level).  You still get attributes, which are NOT required for equipment use, but they are automatically assigned each level up. Thus every Wizard will have the same base str/vit/dex/etc as every other Wizard of the same level. Same for the Barb and WD.

Jay confirmed that the party interface and system is gone in D3.  Now when you join a multiplayer game, you are automatically in a party. Jay said that now that there’s no option to go hostile, it was pointless to force players to go through an additional party joining interface. The team is considering mechanisms that might be needed to deal with griefers or players who otherwise try to ruin the play experience.

There will be waypoints in D3. They’re not in the Blizzcon build, but they are in the full game. The team is also looking at ways to automatically jump players right to the closest one to other players when they join a game. They’re also considering some sort of scroll or other mechanism that would take new players instantly to the others in the party, wherever they are in the game world. All part of their emphasis on boosting the fun, co-op, multiplayer elements of the game.

Jay spoke at length about the newly-revealed spell runes. They are a fairly new addition to the game (they’re only enabled for the Wizard in the Blizzcon build), and are still very much subject to change. However Jay said that there are now 6 or 7 different types of runes, 5 or 6 quality levels, and that they can add as many more types or quality levels as necessary. Their rule for adding more spell rune types is to only add them when they think of a property that will be useful to enough skills that it’s a viable addition. He also said that rune properties would only boost spells and skills; they won’t add say, +5 strength, or other general attribute boosts. Runes aren’t only damage adding either; Jay mentioned the Wizard skill Mirror Image: Runes added to that skill will do things like make the images (duplicates of the Wizard) last longer, or make more duplicates appear.

Also, in a question I sneaked in after our interview time ran out, while we were packing up our gear: I mentioned Jay’s past comment that players would “hate” the next character announced, since it was so similar to a past character. (Which turned out to be the Wizard, who is clearly similar to the Sorcerer/Sorceress, and didn’t result in hate, other than some “it’s too ‘Harry Potter’” comments about the name.) Jay said that comment had been overplayed a bit, and that he’d made it fairly offhand. When I asked him how players would feel about the next character, he grew a bit more serious, and said with emphasis, “I think players wll love the next class.” How much he meant that, and how much he was merely playing off his previous “hate” comment is for us to attempt to determine.

Much more from the interview later, when we post it this afternoon.

All the Blizzcon 2008 Coverage.




Comments

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11 Oct 2008 07:57 PM

Hm.. Yeah, that will piss off a lot of people. Well, this is pretty much the first change I am not fond off, but we will see how this rolls.

11 Oct 2008 08:10 PM

I don’t know how it plays out but assigning attribute points was a cornerstone of the game. It seems like they are pushing D3 more in the direction of an “arcade rpg” with all the powerups, extreme effects and even easier gameplay. Not a bad thing I think, but remarkable…

11 Oct 2008 08:17 PM

Same here… overall I can’t wait. IT seems like they are taking some serious precatuions to prevent all of the overly balanced issues. Did they mention if the runes are class specific? Like if I had a rune that added a few seconds to my decoy for my wizard, would it be that and only that, or would it be that on the wizard, but to the witch doctor it may be like adding aother firebat/toad or something? I think that that would a lot more trade. Also I’m guessing that the new class will be something entirley new.... hopefully. That’s my only gripe about the wizard. It looks fun/great, it’ll be awesome with the skills they’ve already showed, it’ll most likely be balanced out by release, but the only thing I dislike about it is that it didn’t seem to unique in terms of originality..... That’s all. I’m hoping that they dig something up for the next 2 classes that’ll be jaw dropping in concept.

11 Oct 2008 08:19 PM

I’m not sure about this change..as cool as the skill runes sound I think a lot of people are going to miss that extra level of customization with assigning attribute points.

11 Oct 2008 08:26 PM

I hope that blizzard is willing to partially reconsider the decision not to allow any customization for attribute points.

A better system would be like Legend: Hand of God, where 75 or 80% of all attributes raises are automatic based on your class, but where you can still choose how to customize the last 20/25% (Can’t remember exactly).

Basically, in D2 terms, assign 4 points automatically, but let you place 1 yourself every level, along with your skill point.

11 Oct 2008 08:35 PM

The main reason attribute distribution in D2 worked so well is that it allowed maximum customization according to (usually) the str and dex requirements that your end game gear would require.

By eliminating custom attribute distribution, I imagine equipment will become increasingly class-specific because the auto str of a barb might be twice that of a wizard, so the wizard cant wear that badass armor that most lvl-## barbs wear.

Not being able to equip certain items simply because I am a certain class seems like a backwards strategy for the Diablo series, where customization was one of the strongest aspects of the game.

11 Oct 2008 08:45 PM

I, for one, am glad that the stat distribution is gone. What customization are you talking about? Bump Str for gear,dex for block, rest in vit and maybe energy if you’re a caster. That customization? Or the oddballs that bump sorc’s str to 400 just for kicks?
I’ve always hated builds in games that require you to put x amount of points in one attribute on specific levels and bump other attributes on other levels. Ugh....
Now with with system I don’t have to worry about what level I am and what I have to assign where, and at the same time still be able to wear any gear I want - “it lets the designers plan a bit better (they can assume players will have at least X in each stat by a given level).”
I’m sure there’ll be droppable potions that bump specific attributes and / or quest rewards that give you the option of choosing which stat-boosting potion you want to take. Not to mention the +stat gear that you may choose to wear.
With that in mind, nor Barb nor Wizard will have the same final attributes on any given level.

11 Oct 2008 08:46 PM

What sort of customisation did the attibute system in d2 add really?

Except allowing you to make your character badly, by giving them too much str, dex or any energy at all.

Also, I doubt it will limit what a character can wear, especially if they do make an increased amount of stats meaningful for more classes; As items with base stat bonuses will still exist (i assume). Overall seems they just removed a bit of superfluous complexity. Which I suppose people who love tweaking knobs will hate.

11 Oct 2008 09:02 PM

Follow up to my post before Wheeze’s.
Here’s the reason they won’t restrict what armor/weapon types the wizard, for example, could wear:
Think of the artist team. Now think globally - think difficulty levels. A level 90 wizard would CERTAINLY be able to wear a regular gothic plate because she would most definitely meet the requirements to do so. Now, why would the artist team go through so much hassle to create a special representation of your wizard wearing a gothic plate just for the fact that you could slap on a regular one at level 90? Because of this, I don’t think they’ll be limiting what actual types of armor you could wear, if solely because the Art team would have to make every armor type appear on every class. It’s more of a question of “when” your class would be able to wear it - and with designers knowing ahead of time what your base stats will be AT LEAST, they can design gear that is forgiving enough so that every class could wear any type of gear at certain points in the game.

11 Oct 2008 09:12 PM

I think automatic stat distribution is a mistake. It takes a role playing element out of the game. All wizards should not have the same stats as all other wizards. Give us a choice on how we want to distribute our stats Blizzard! It is part of the fun factor of the game.

I also do not like forced party joining. Hopefully as you say they are working on ways to deal with griefers.

I do like the characters that have been revealed so far and I do like level 90 characters not being able to pop into a game and go hostile on low levels, ruining their game.

The spell runes sound nice but I would also like an ooption to customize gear.

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