Ok, Diablo 3 doesn't blow, or atleast I hope it won't blow. I love Diablo and I hope part 3 will kick ass.
Anyway now: With the current BlizzCon extravaganza going on I think it's only natural to talk about some of Diablo's core philosophies and how they seem to be implemented in the new iteration.
What I want to talk about is the very core of playing Diablo 2 on a high level: Survival.
In many ways when you solo-d Diablo 2 and got all the way to the later levels in Hell you had but 1 goal: Survival. Most monsters could kill you with a few shots and some insta-killed you, especially when playing the range oriented characters. It was a brutal, hostile place. Not because of the art design or 'dark, gothic' athmosphere, but because of the threat every monster posed. Yes, Diablo 2 was about slaying 20 monsters with 2 spells, but if any of those monsters broke through you were in some serious trouble.
Now this gets us to D3. Diablo 3 introduces a new system called health globes. What that basically means is that globes drop to the floor when you kill monsters and they instantly replenish part of your health.
Now what will this lead to? More frantic combat it seems, or atleast that's what the developers want. You essential have to leave your ground, engage the enemy, get close and pick up orbs. This is what the makers have to say about it:
But is that really a good direction for D3? Torchlight was much more fast flowing than D2. You never had to go to town, you were rarely threatend by monsters and you could just blast and go crazy engaging monster after monster after monster. The combat felt stale very soon, not because it wasn't well balanced or lackluster, but because it was too engaging I thought. No retreating in fear, no careful planning of the next few enemies.
Now I'm not saying that health globes will lead to repetative combat (and Torchlight is a lot more fun than I made it sound) but it still worries me. Retreating was absolutely crucial in D2. Anyone that has played the game knows that. Anyone knows these moments were a monster hits you, you get trapped and you desperately mash the health potion key 5 times in a row. Next time you meat that monster, you'll surely keep your distance. It makes for memeorable encounters.
This brings me to 2 different aspects: the health system in D2 and movement as a means to survive.
The health system in D2 improved on D1 in a number of incredible ways. You couln't really chug potions because they took time to work and you could find insta-healing potions, for the special "OMFG PANIC!" moments, that were rare and couldn't be bought in stores. I think it worked really well.
Characters were rather slow in D2 to the point that upgrading their speed by items was crucial. Running away from monsters felt tense because they chased you or they fired projectiles in your back. It got more intense later on with monsters having insane speed boosts or stunning you on strike. Running and the planning of escape (keeping an exit strategy with portals or a wide space) was key. Blizzard just revealed that every class will have a special movement ability in D3. Why the fuck would they do that?
In D2 the Sorceress was given a teleport ability that was a huge 'save my ass' ability when things got rough. It was her special ability to make up for her weak class and insta-kills and gave her quite a considerable advantage that other weak classes could only dream of. The Barbarian could jump, but he wasn't the kind of class that needed to be rescued a lot, the Assasin had a speed boost but that didn't really save your ass (she also had a special teleport kick with varying effectiveness). Now EVERY class will have a means to quickly get past enemies without catching damage. The Witch Doctor stealth walks, Wizard teleports, Crossbow girl shadow rolls the monk will probably do some sort of cart weel type thing and the Barbarian still jumps I guess.
Where is the tension when all the classes, especially the vulnerable ranged ones, can simply merrily skip past the chasing monsters? That doesn't make any sense to me and further the diminishes the whole importance of keeping distance and the thrill of staying alive.
Really what this whole argument boils down to is: Will it still be fun to fight for survival in Diablo 3? There's lot's of games where you fight for survival and there's lot's of games that are fun but rarely are those 2 qualities combined. Diablo 2 nailed survival. It absolutely nailed it. The few games that get it right (like Diablo 2, Demon's Souls etc) usually end up having much more replayability in my opinion.
I obviously haven't played D3 and I'm pulling most of these assumptions out of my ass but I think it's cool to discuss upcoming games on design values even if you're just speculating. I'd appreciate any input. Anyone lucky enough to have got their hands on a demo session yet? WOuld be awesome to hear what it's like.
TL
R Read the post if you want to contribute. Suck it up.
Anyway now: With the current BlizzCon extravaganza going on I think it's only natural to talk about some of Diablo's core philosophies and how they seem to be implemented in the new iteration.
What I want to talk about is the very core of playing Diablo 2 on a high level: Survival.
In many ways when you solo-d Diablo 2 and got all the way to the later levels in Hell you had but 1 goal: Survival. Most monsters could kill you with a few shots and some insta-killed you, especially when playing the range oriented characters. It was a brutal, hostile place. Not because of the art design or 'dark, gothic' athmosphere, but because of the threat every monster posed. Yes, Diablo 2 was about slaying 20 monsters with 2 spells, but if any of those monsters broke through you were in some serious trouble.
[img, width=300, height=200]http://biobreak.files.wordpress.com/2010/03/diablo-iii-rainbow-unicorn-logo.jpg[/img]
Diablo 2 wasn't just athmospheric and scary because of dark levels and gothic interiors,
it was because the combat was tense and you could die at any moment.
it was because the combat was tense and you could die at any moment.
Now this gets us to D3. Diablo 3 introduces a new system called health globes. What that basically means is that globes drop to the floor when you kill monsters and they instantly replenish part of your health.
Now what will this lead to? More frantic combat it seems, or atleast that's what the developers want. You essential have to leave your ground, engage the enemy, get close and pick up orbs. This is what the makers have to say about it:
I highlighted the bit for added importance. Diablo 2 was all about fleeing, it was essential to the whole end game if you weren't Barabarian and soloing. It was rather effective too I'd say because it made you fear the monsters, made combat tense and made the distance you keep absolutely crucial. I know what they want to accomplish with this: Make it engaging and more fast flowing, get you out of your comfort zone and push you in the monsters.Diablo III's health system is designed to keep you thinking on your feet and rushing toward the next fight. As a hero struggling against the sinister forces of the Burning Hells, fleeing from battle to recover your strength isn't an option. To avoid dying a gruesome death, you'll need to hunt for ways to keep up your strength. (there's a lot more they say on the subject check out their site to read on)
But is that really a good direction for D3? Torchlight was much more fast flowing than D2. You never had to go to town, you were rarely threatend by monsters and you could just blast and go crazy engaging monster after monster after monster. The combat felt stale very soon, not because it wasn't well balanced or lackluster, but because it was too engaging I thought. No retreating in fear, no careful planning of the next few enemies.
Now I'm not saying that health globes will lead to repetative combat (and Torchlight is a lot more fun than I made it sound) but it still worries me. Retreating was absolutely crucial in D2. Anyone that has played the game knows that. Anyone knows these moments were a monster hits you, you get trapped and you desperately mash the health potion key 5 times in a row. Next time you meat that monster, you'll surely keep your distance. It makes for memeorable encounters.
This brings me to 2 different aspects: the health system in D2 and movement as a means to survive.
The health system in D2 improved on D1 in a number of incredible ways. You couln't really chug potions because they took time to work and you could find insta-healing potions, for the special "OMFG PANIC!" moments, that were rare and couldn't be bought in stores. I think it worked really well.
Characters were rather slow in D2 to the point that upgrading their speed by items was crucial. Running away from monsters felt tense because they chased you or they fired projectiles in your back. It got more intense later on with monsters having insane speed boosts or stunning you on strike. Running and the planning of escape (keeping an exit strategy with portals or a wide space) was key. Blizzard just revealed that every class will have a special movement ability in D3. Why the fuck would they do that?
In D2 the Sorceress was given a teleport ability that was a huge 'save my ass' ability when things got rough. It was her special ability to make up for her weak class and insta-kills and gave her quite a considerable advantage that other weak classes could only dream of. The Barbarian could jump, but he wasn't the kind of class that needed to be rescued a lot, the Assasin had a speed boost but that didn't really save your ass (she also had a special teleport kick with varying effectiveness). Now EVERY class will have a means to quickly get past enemies without catching damage. The Witch Doctor stealth walks, Wizard teleports, Crossbow girl shadow rolls the monk will probably do some sort of cart weel type thing and the Barbarian still jumps I guess.
Where is the tension when all the classes, especially the vulnerable ranged ones, can simply merrily skip past the chasing monsters? That doesn't make any sense to me and further the diminishes the whole importance of keeping distance and the thrill of staying alive.
Really what this whole argument boils down to is: Will it still be fun to fight for survival in Diablo 3? There's lot's of games where you fight for survival and there's lot's of games that are fun but rarely are those 2 qualities combined. Diablo 2 nailed survival. It absolutely nailed it. The few games that get it right (like Diablo 2, Demon's Souls etc) usually end up having much more replayability in my opinion.
I obviously haven't played D3 and I'm pulling most of these assumptions out of my ass but I think it's cool to discuss upcoming games on design values even if you're just speculating. I'd appreciate any input. Anyone lucky enough to have got their hands on a demo session yet? WOuld be awesome to hear what it's like.
TL