Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 21, 2014
arrowPress Releases
April 21, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


In-Depth: Blizzardís Boyarsky On  Diablo III 's Multiplayer Storytelling
In-Depth: Blizzardís Boyarsky On Diablo III's Multiplayer Storytelling Exclusive
July 2, 2008 | By N. Evan Van Zelfden, Staff

July 2, 2008 | By N. Evan Van Zelfden, Staff
Comments
    2 comments
More: Console/PC, Exclusive



Leonard Boyarsky, lead world artist on Blizzard's just-annouced Diablo III, is a veteran RPG developer.

He was one of the original leads on Black Isle Studios' Fallout, and contributed to Fallout II. Before that title's release, he co-founded Troika Games with fellow Fallout creators Tim Cain and Jason Anderson; the trio designed Arcanum: Of Steamworks & Magick Obscura and Boyarsky led Vampire: The Masquerade - Bloodlines.

In 2005, Troika closed its doors, and Boyarsky landed at Blizzard. He sat down for a chat with Gamasutra to discuss why some ideas that look great on paper wonít work in a game - and vice versa - and why he doesnít think Blizzard will focus heavily on a single-player experience any time soon.

How long has Diablo III been in development, and when was the project first conceived?

Leonard Boyarsky: I donít know this information firsthand, but yesterday I was in a press conference with Mike Morhaime, and he said it really got going in 2004. [Before,] it had been kicked around. Iíve only been with Blizzard for two and a half years Ė so thatís how long itís been going for me. Itís been around a while.

How many people are there on the team, and what have they worked on most recently?

LB: Thereís probably about fifty people on the team right now. Weíre hiring all the time. The team, as a whole, hasnít worked on any game together - which is really amazing, because we have a really great team, really great chemistry.

Itís not enough to just put talented people together. Youíve really got to get that chemistry, and it usually takes shipping a game or two to really get that. And weíre really lucky weíve got this great team together.

A lot of the artists came from up north. A programmer or two, not sure how many programmers came from up north. A couple people came from internally, but a lot of people are new to Blizzard.

Iíd have to be guessing on this, but I think it was that they found the right people, the team just came together for them. Blizzard doesnít make a game just because they feel they need to - obviously, theyíre not in any financial need to do that. They donít feel like they have to make this game or they have to make that game.

I think theyíve been working with the idea and working with the concept for a while now, and the team just started to come together. Itís just one of those situations. And no one had stepped up and said, ĎYeah, weíre the team that wants to make it," at that point, soÖ

Blizzard has a tendency to throw away versions of the game if theyíre not right. How much of that process did this game go through?

LB: I can only speak to my time here. I can say Iíve thrown out quite a bit of things that Iíve worked on. I think if you see the demo that we showed yesterday, I think you can agree that itís at a great place right now, which is the end goal that we wanted to achieve.

Weíll just keep doing it until we think it feels right. And thatís one of the great things about working for a company with this philosophy, that they do that, because you could have the greatest designers, the greatest artists in the world, and stuff can look great on paper Ė even to guys who have shipped, Iíve shipped four or five games over twelve, thirteen years in the industry.

Our lead designerís been in the industry a long time. A lot of people just assume you come up with a great game ideas and put them in. But the greatest idea on paper, once you put it in, could not be any fun. So we implement as long as it takes.

During your time on the project, what has changed?

LB: Well, one of the things weíve been talking about recently is the health globes. We didnít want to continue with the potion spamming, because we felt that limited our gameplay options. Especially with the bosses, we wanted to introduce maybe some different strategies and different ways of playing the game Ė as opposed to just running at a boss, running away, drinking potions, running back at a boss. It just seemed to get a little tedious after a while.

Not that we want this hugely complex game, but we figured we could mix it up a little bit. So we tried several different versions of health: health regeneration, which slowed down the game, things like that, and none of them really felt all that good.

Some of them sounded good on paper. Some of them, after we implemented them, we were like, "Who thought that sounded good?" When they first told me about the health globes idea, I thought, "That really doesnít sound fun, that doesnít sound like a good idea."

But after we got the health globes in, the converse of what I said before is true as well. I played it and I was like, "You know, this is really fun." Because it does have that thing where you never want to go back to town - "Iím busy raping, looting, and pillaging in a dungeon, I donít want to take time to go buy more health."

Youíre weighing your options there. Youíre standing in a junction in the middle of a dungeon, going, "Okay, Iím almost dead, but if that next guy I kill drops that, then Iím good to go." Thatís the perfect example of the kind of iteration that we do. And the only way you know is when you play it and it feels good.

Do you feel like Blizzard would ever make a true single-player experience again? And if so, what are the challenges it would pose?

LB: Blizzard has based its success on multiplayer. And I can speak to our game, specifically, in that we are focusing on co-op multiplayer. But we want out single-player experience to be robust as well. What I feel Ė Iíve worked a lot on single-player role-playing games in the past Ė I feel that although our co-op multiplayer is one of our main modes, I think our single-player is a main mode as well.

I feel like people would get just as much from playing our game single-player first, and then as they go up levels, start playing with friends. Some people just want to play multiplayer out of the gate - which is great. We encourage either type of gameplay.

I think World of Warcraft is also a good example of that. Most other MMOs, up until that time, you had to group to get anywhere. But thatís kind of dodging the question. I know what youíre actually asking. And thatís something youíd have to talk to the powers that be about.

I just think that itís been such a successful model for them Ė and it does just bring something to the game. It does bring some limitations to what you can do with the game.

I think thatís something weíre trying to juggle, and thatís one of the reasons people ask, "Why isnít Diablo III an MMO?" Thatís one of the reasons Ė if itís not a persistent world, we can limit the number of players, just in terms of what is fun for the kind of gameplay we want to present. You know, we can get a lot more into the story, we can get a lot more into role-playing experience.

There are gradations. Itís not a black and white question, I guess.

But is there anything you can do in a single-player experience that youíre missing out on when you go to massively multiplayer or co-op?

LB: I donít know about missing out. The way weíre approaching it from a philosophical standpoint is that we want the single-player storyline to be a very strong story.

I think this is what people in the past have said - that you have a multiplayer game which has less of the immersion or less of the feeling that youíre changing the world, or you go straight for just pure multiplayer. One of the things weíre trying to do with this game is to break away from that -

So itís a multiplayer story.

LB: Itís kind of like, "Iím playing a single-player experience, but I can share that with my friends." There are going to be things like class quests that only certain classes go on, but my friends can get experience from going on those and helping me.

Different classes might see the story differently, because theyíre from different civilizations. Those are things people havenít really explored in the multiplayer space. The one thing Blizzard does is, if multiplayer is a component, which it always is, we start with that at the very beginning.

But we want that - precisely what youíre talking about - we wanted that kind of single-player experience, which I think is the heart of a group-based, old role-playing experience when youíd sit around the table with your friends rolling dice.

Thatís the kind of thing I think has been missing from a co-op multiplayer game, the feeling that youíre really progressing through a story.


Related Jobs

Piranha Games Inc
Piranha Games Inc — Vancouver, British Columbia, Canada
[04.20.14]

UI Engineer
Piranha Games Inc
Piranha Games Inc — Vancouver, British Columbia, Canada
[04.20.14]

Lead Software Engineer
Piranha Games Inc
Piranha Games Inc — Vancouver, British Columbia, Canada
[04.20.14]

Network Engineer
Activision Publishing
Activision Publishing — Vancouver, British Columbia, Canada
[04.19.14]

Principal Graphics Programmer










Comments


Aaron Murray
profile image
When this game releases, our productivity will hover somewhere around 0 for weeks...and I won't mind.

Stephen Dinehart
profile image
"The feeling that youíre really progressing through a story." Now that's the grail we are all looking for as game-story makers! The question is to what degree? I'm a big fan of the idea that a player won't care about linear this non-linear that, if they feel like they have had an engrossing interactive story experience they'll just say: "that's was awesome!" It's only geeks like us that pick apart the mechanics and methodologies until what life was there remains as a glimmer of what once was. Good luck, I look forward to playing! That said, I still love Dragon Warrior II.


none
 
Comment: