Archive for the 'Diablo 3 in the media' Category

Diablo 3 runes

diablo 3 runesThe runes (thought not runewords) make a return to Diablo 3. They’ll still drop from monsters, however, they will be used in a way that is VERY different from Diablo 2.

OK, let’s go over how runes worked in Diablo 2. There are 33 runes that drop from monsters. Note that some runes drop often while others drop extremely (e.g. Zod rune). Also, there are items with sockets that are able to take runes (or jewels). Some rune combinations (called runewords) create Runic Items, which are among the most powerful items in the game.

For example, socketing the runes Hel + Ohm + Um + Lo + Cham gives your axe or hammer a whole bunch of additional stats and it also adds the label “Doom”.

OK, so what are the changes to the runes in Diablo 3? Runes will still be used to CUSTOMIZE your character, however, runes no longer modify ITEMS. Instead they’ll be added to skills (each skill has a single rune slot).

Also, to make runes easier to use
, rune names will be changed to reflect their effect, e.g. Rune of Multistriking. How does this affect gameplay?

For example, a Minor Multistrike Rune attached to the Skull of Flame will make projectile skip along the ground once , but higher quality Runes like the Major Multistrike Rune may raise the amount of bounces and the distance traveled by the projectile.

Jay Wilson, Diablo 3 Lead designer, expressed his strong desire to make each skill customizable while at the same time retaining the uniqueness of each class. In other words, he doesn’t want the Barbarian to be able to mimic the Wizard by adding certain runes to skills.

Diablo 3 new art

diablo-3-barbarianBlizzard has uploaded some new art and a couple of screenshots. I must confess I’m a little underwhelmed.

The barbarian character looks fine when reduced several times but zoom in and you see brush strokes – it looks like the artist had an hour or less.

It does carry the message that barbarian armor is crude and rugged but I’d love to see a bit more details. Other AAA titles have MUCH, MUCH superior art.

Update: I see a few Blizzard fanboys commenting how I don’t appreciate Blizzard brushstroke genius. I simply said “I’d love to see a bit more details“. Here’s what I mean – compare Warhammer concept art to Diablo 3 concept art. Now, tell me Blizzard are not taking shortcuts when it comes to concept art. They do and you’ll be blind as a bat if you don’t see a difference in the level of “finish”.

diablo 3 concept art

Diablo 3 Items

A Diablo 3 Community Manager has requested community feedback on Diablo 3 items and their names.

Remember those useless properties on some Diablo 2 items? Well, no more of that. You can go to battle.net and help brainstorm some of the affixes and modifiers for items. Go to forum.

Here’s an item
to get your creative juices flowing!

blizzards bow

BlizzCast: Diablo 3 Q & A

If you’ve had the patience to listen the latest Blizzcast to the end, you would’ve been rewarded with three questions & answers from Jay Wilson, Diablo 3 lead designer/director. They deal with maps, deaths, and elixirs.

MAPS

Will we be able to use the old overlay map instead of the mini-map?
Right now we don’t have any plans to do a fullscreen overlay. We really felt that the overlay was more there because the mini-map was not very usable as a small map. We feel like when you put that map and you cover it over the whole display it actually adds a lot of clutter but we are planning to do like a fullscreen map that just covers the whole screen so that you can kind of see an entire area like if want to check out if there are any areas of this dungeon that I haven’t explored yet, you can really see more of that. But right now we’re really focused on trying to make the mini-map is very usable at the size that it’s at and so we’ve put a lot of work and the maps are actually custom made. The ones in D2 were kind of auto-generated where as ours we literally we custom make every piece of it. We have an artist go through and draw out so we can make sure that they’re really visible and very usable and so far we’re finding that it’s working really well.

DEATH

Will there be special player deaths in various situations? Like when the Siegebreaker bit the Barbarian in half during the gameplay demo.

Well what we want to do with that, especially for particular bosses is have when essentially when the player is very low on health and they’re about to die the boss essentially checks like when it attacks you, did I just do enough damage to kill you? And if so then instead of just doing his normal attack he’d actually play some kind of special I pick you up and eat you or I throw you up in the air and knock you around like a baseball or something like that. It’s a system that really our announcement video we tested it for the first time, mainly just to see – can we actually do this kind of animation interaction between the characters but the actual system itself is still not in there but we do plan to do that and that’s primarily where. We might do some other things, we’ve talked about physics based deaths we’ve talked about having the characters if they like die to a cold monster he might completely freeze solid into a statue and then shatter or things like that but we haven’t decided at this point if that’s exactly what we’re going to do.

ELIXIRS

During the gameplay video an “Elixir of Vitality I” dropped. Can you explain Elixirs and the benefits and roles they will play in Diablo 3?

Well right now elixirs are primarily to provide a short term benefit to the player. I can’t remember exactly how many off the top of my head, I think there’s maybe six different kinds of elixirs and they do things like give you health boosts or give you damage boosts, give you different stats, things like that. So whenever you find one you can essentially use it whenever you want to give you a short term buff. And then as you go through the game the ‘one’ indicates quality so the ‘one’ is kind of a low end, not very good item, it’s not bad – at low levels it actually makes a pretty big difference, at high levels it doesn’t matter that much but as you go through the game they become more and more powerful. So we have a variety of different kinds of items like that we have added in to give the player some interesting buffs. Some of them are something like that were it’s just a nice bonus to have, whereas some of them are actually game changing kind of things like you can fire them off in an emergency to be able to deal with a particularly tough encounter.

BlizzCast: Diablo 3 artwork

The new BlizzCast (#6) is out and there’s plenty of interesting info, especially about Starcraft 2. There’s also an interview with Anthony Rivero, Senior Character Artist on Diablo 3.

Most of the questions deal
with his work on Diablo 2 and the Lord of Destruction expansion. His claim to fame is Mephisto (Act III). Since doing Mephisto runs is how I spend my time in D2, you could say he’s my favorite artist. After all, I’ve seen Mephisto’s dying animation THOUSANDS of time.

So what is he doing in Diablo 3?

Bashiok: Are there any creatures that are announced that we can talk about that you’ve provided some modeling for or have contributed to?
Anthony: The female witch doctor’s heavy armor set, her look is my design and work.
Bashiok: That was seen at WWI, the large feather headdress look.
Anthony: Yes, yes. And the scavenger monster.

Hmm, I must confess his drawing sucks (see right). I like how the Witch Doctor as a 3D model though, so let’s say Tony is primarily a 3D artist.

Diablo comic book

Blizzard announced in their last newsletter that DC Comics are starting a comic book set in the WoW universe.

Frankly, I’m not sure I’d buy a book where the superhero is a female Tauren (a.k.a COW). What’s her special power? MOO power?

Anyway, I think a Diablo comic book will have longer legs. A Frank-Milleresque type of dark and contrasty comic book might work great.

The superhero ends up getting a new super skill (Death Ray) at the end of each book. Also, he loots rare swords or armor from the boss… Is that cool or what?

New character revealed at Blizzcon

Blizzcon starts tomorrow and there’s a ton of news related to Diablo 3 and the other Blizzard games.

Starting with Diablo 3 – there will be a playable demo (as predicted here). If you’re lucky to have a ticket, you’ll be able to play as a Witch Doctor or Barbarian. A third class will also be revealed and it will be playable too (see quote below from Blizzcon brochure):

Among these brave champions stands the enigmatic witch doctor, a spiritual warrior from deep within the Torajan jungles. At BlizzCon 2008, the witch doctor is yours to command for the first tim ever. Stop by the Diablo area on the show floor for your chance to lead this fierce new hero into the catacombs beneath the Tristram Cathedral.

While you’re there, revisit the raw strength of the barbarian – a Diablo series classic – or try your hand at Sanctuary’s newest champion, who will be revealed at the event.

So we have two basic archetypes: fighter and mage. Place your bets on who’s the next class to be revealed? I vote someone with shield … and hammer. Hammerdin!

Dying in Diablo 3

Town portals and corpse runs are two of the things that made Diablo and Diablo 2 quite unique. Now, they’re being “revisited” by the game design team.

Town portals will be removed in Diablo 3. Instead players will be using waypoints for quick transportation. I.e. if you’re close to a waypoint, you can go back to town.

Dying will similarly be based on the waypoints system. When you die, you don’t go back to town with all your equipment lying in some dungeon. You simply get teleported to the closest waypoint with minimal health (10%?). It’s your choice if you want to go back to town or you want to gulp a potion and continue hacking.

Here’s the “official” Blizz post at the Battle.net forums:

We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don’t want to remove the sense of suspense and danger by making town something you’re always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.

On that same note we also don’t want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.

So, with these things in mind we’ve found that a check point system works really well. Throughout your adventures, and generally at the ends of each “floor” of a dungeon your character is saved to a checkpoint. When you die you’re dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It’s obviously a very forgiving system as it is. It’s just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.

Regardless, potential penalties aside, this is the death mechanic we’re currently using and it’s working really well so far.




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