Special: Diablo 3 (Rollenspiel)

von Marcel Kleffmann



Diablo 3 (Rollenspiel) von Activision Blizzard
Diablo 3
Entwickler:
Release:
03.09.2013
15.05.2012
03.09.2013
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kein Termin
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During the Games Convention 2008 in Leipzig we’ve got the possibility to talk to Jay Wilson, the Lead Designer of Diablo III. He told us how boss fights could be realised with the new health orb-system and what he thinks about difficulty, challenges, tactics, runes...

4Players: You want to stop the potion spamming with the new health orbs. But how do you want to realise long boss fights?

Jay Wilson: Essentially when we are designing a boss, health recovery is built in the design. We could drop health orbs at some percentages of the creature's overall life and that's what we do with rares and champions, actually. So those guys (a sort of mini-bosses) get a chance to drop health orbs, when you're fighting them. In a bigger boss fight, which is more structured, we could provide some small creatures for health.
Female Barbarian vs. Siege Breaker


We've considered out a fight, where we use the wells like in Diablo 2 that bubble up over times. So you might have multiple of those. Then you have to run over and hit them for health and for a certain amount of time you can't use them and then they come back. So there are a lot of different ways how to do this. And really, the idea is that, when we are a designing a boss, we should figure out how health recovery could be an interesting mechanic for this boss.

4Players: Aren't there any heal spells or health regenerating skills?

Jay Wilson: Yes, there are some ways for the characters. One example is the barbarian skill Bloodthirst - but we didn't decide if we keep this skill or kick it in the final version. It is like a temporary boost/buff for yourself to recover health by killing enemies. So there are other ways to recover and we didn't remove the potions. They are a lot less effective and you can't use them very often. They should be used in emergency situations.

For me there is a big difference between difficulty and challenge. Challenge is compelling, like challenge is basically the illusion of difficulty. When you feel a game is really challenging, then the game is exciting. Difficulty is where the game is hard and frustrating. So difficulty we try to avoid and challenge we totally want to embrace. And one of the problems I think Diablo 2 had, it would feel difficult and easy but almost never challenging. You had almost infinite resources and health. So as a designer our only option in this case to actually challenge you is to crush you with damage. Anything less then just crushing you (like one-shotting you) with damage is not gonna challenge or scary you, cause you could instantly recover your health. So what we are trying to do is, essentially create a game, where it is a challenge to just surviving and in which we don't have to make the monsters crush you again. We could actually reduce the
Barbarian using Warcry.
damage they do quite a bit. Because essentially entering a fight with them is something you have to do and you have to do it with limited health and that makes the game more exiting and more challenging. And we are really trying to make it not difficult.

4Players: It sounds like the fights would be more complex and I should have a tactic, instead of just clicking on the enemy until he's dead.

Jay Wilson: Yes! That's exactly what we want to do and the health system fits into that. A good example: Shield skeletons that block you from the archers in the back. In Diablo 2 they wouldn't be very threatening, well, except in one case, when the archers do a ridiculously high amount of damage. We could actually make the archers do very little damage, but because you know, that you don't getting the fast health back (potions) and suddenly those guys are attacking you, it makes the archers threatening. And so it's really purges the player to get through the shield scouts quickly. And there are a few ways you could do this. With the Barbarian you could leap pass them and get directly to the archers or you could stun the shield guys, cause them to drop the shield, in which case they are much weaker and power right through. 

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Kommentare

3nd4u schrieb am
4P|TGfkaTRichter hat geschrieben:
Berengar hat geschrieben:Warum auf Englisch? Des versteht i jo nd
PS: Im the first!!!
Geiler zweiter Post: Thread ausgegraben, belanglosen Post geschrieben und dann noch zur allgemeinen Belustigung ein Erster! hinten dran gehängt. Tja, Willkommen auf 4P mit ner Verwarnung.
wie geil kommt das denn ? :lach:
made my day :danke:
johndoe869725 schrieb am
Berengar hat geschrieben:Warum auf Englisch? Des versteht i jo nd
PS: Im the first!!!
Geiler zweiter Post: Thread ausgegraben, belanglosen Post geschrieben und dann noch zur allgemeinen Belustigung ein Erster! hinten dran gehängt. Tja, Willkommen auf 4P mit ner Verwarnung.
Berengar schrieb am
Warum auf Englisch? Des versteht i jo nd
PS: Im the first!!!
schrieb am

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