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13.
Diablo series
Random dungeons, enemy layouts
and treasure, multiplayer exploration
Developed by Blizzard Entertainment
Senior designers: Erich Schaefer
and David Brevik
Reason for inclusion:
The Diablo series is
the most popular commercial random dungeon game in the world, and still
has fans even ten years later. While the play is less mysterious than
NetHack, there are interesting things about it.
The game:
Diablo's random dungeons
and look, and non-respawning monsters, produce another mining game.
Unlike the other random dungeon games discussed here, the check on exploring
the dungeon at the player's leisure is entirely the monsters: there's
not much in the way of environmental obstacles to get in the way.
Frankly, the Diablo
games diminish many of the cooler things about random dungeon exploration
games. Unknown items don't exist, as overall types share similar appearances
but random functions. One is given to wonder why identification is even
in the game: unknown items can be used, but only get their basic effects.
The result is simply to force the player to return to base more often
to get stuff ID'd. There is no chance of figuring out an item through
use or experimentation, and there are no unknown potion or scroll types
-- not in the roguelike style.
In their defense, it's possible
the developers did this because to implement true roguelike object identification
requires permadeath to avoid reload abuse, and that's a change many
mainstream players won't enjoy. And in a heavily multiplayer game, the
penalty for using a bad magic item isn't so bad since there are other
players to help out. And it's good that they do away with Rogue's
food system. It's not so bad in Rogue, but food has no place
in these games' structure.
Diablo's dungeons are
relatively simple compared to those of other random games, and that's
a statement, I realize, that demands explanation. In architecture,
Diablo's dungeons are actually very complex -- far more so than
Rogue, NetHack, Dungeon Hack, or many other games.
And scattered through them are monster rooms and shrines, in addition
to quests and unique monsters. But despite these things, there is a
kind of sameness to them. Levels are defined, in game terms, as
monsters and loot. To a great degree, the layout of walls in a random
dungeon is not that interesting. All of these games have automaps, after
all, so there's no danger of getting lost. It's not all that exciting,
in Diablo, if a corridor is straight, has a bend in it, or a
branch, or is actually a room. It's just space.
It's all just space, and its
shape doesn't matter for much. It's true that players do need to take
it into account to avoid getting surrounded, and keep a path open through
which to flee if necessary. But by abandoning many of the daggers in
Rogue's design, the import of the dungeon itself is lessened. In
true roguelikes the player must explore efficiently, to gain
the most loot while using the least food and taking the fewest risks.
Diablo is by no means the only random dungeon game to abandon this
aspect of Rogue, but it does leave me to wonder, sometimes, why
one would bother putting random maps into a game if their structure
has so little real consequence to the player.
Design lesson:
The incentive for playing the
Diablo games primarily comes from finding random loot. The
games' dungeons are a bit less interesting than loot-hunting because
of the lack of consequences for the act of exploration. There are no
traps on the floor, there's no food, and there's no randomly-appearing
monsters. For a single-player game this is less interesting, but for
multiplayer it works better. Perhaps this is why Diablo's system
is basically the template upon which most MMORPGs use.
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