D4 is doing something similar where legendaries are needed to build your playstyle. Their thought process on itemization in d3, which alot of similarities can be seen in the D4 demo. The D4 dev mentioned that the open world would have a similar idea of scaling to deal with difficulty. (33:20) talking about scaling monster levels. This led to D4 open world idea and having a non linear campaign mode. (31:25) adventure mode idea stemmed from console playtesting. Since D4 PC is releasing simultaneous with consoles, they will design D4 with the console pillars from the start. (26:05) Talking about how the designing for consoles changed their view on the game and the new design pillars for the console version. D4 going with the shared open world approach this time make online matter: D3 brought in clans, co-op buffs etc to encourage group play.D4 has key dungeons as one of several end game. end game for everyone: D3 introduced adventure mode.D4 is going with the "return to darkness" angle on this pillar. Focus on the fantasy: D3 is about epic heros and loot.I will write out some points from the talk that provides these insights (positive or negative) that can relate to the design of D4. The points made he makes align with alot with what was shown in the d4 demo that people have had issues with so i wanted to share and see what you think about these points. (This also can possibly be an insight into how they will move forward with D4. It provided alot of insights into how the team saw the vanilla d3 launch and the lessons they took away from it to amend into the Reaper's expansion. I've been watching past diablo dev talks to see how they view this franchise as a company and came across the "Against the burning hells: d3's road to redemption with Reapers" GDC talk with Josh Mosquiera. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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