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The Road to Diablo III
 
 
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  The Road to Diablo III
by Chris Remo
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September 18, 2009 Article Start Previous Page 2 of 3 Next
 

I loaded up Diablo II last night, because I realized I still had it on my laptop and I figured, "Why not?" One thing that struck me was the character select screen -- all those characters arrayed there are proportioned in a very straightforward way. They basically just look like normal humans with crazy armor and weapons.

And I was at Blizzard office recently, and there's a plaque on the wall with the official artistic principles of Blizzard: "Bigger is always better. Less if never more," which evokes the WarCraft look with its much more heroically exaggerated characters. It does strike me as two different philosophies, at least to some extent. How much of that do you think about?

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Julian Love: Well, obviously, there were two very largely different groups of artists. Some of the artists from D2 are still working on the game today.

I think what you're seeing there is a Blizzard philosophy that may have been there but may have not been disseminated across the entire company, which is, "You find the line by crossing it."

I think we've gotten really good at that now, allowing ourselves to push things to a point where they go too far, and then you look at them and you say, "Oh, okay. Now we know where the line is." But if you're trying to just edge up to the line, you might never find it.

That's the goal here, to push things as far as they can possibly go. So you're seeing things that are progressing maybe a little bit beyond where D2 was.

But definitely, I would say that our proportional sense for Diablo III is far, far less than let's say what happens in a game like WoW, where armor doesn't even look like it could function. We still put a lot of effort in to try and make sure the armor looks a lot more functional, that it doesn't look like it's just insane and total high fantasy.

In the case of StarCraft, there are plenty of RTS games each year. With World of Warcraft, there are a million MMOs every year. There aren't actually that top-down action RPGs. Torchlight is coming out, for one, but there are not as many examples. What's it like working in a genre like that where there aren't a lot of yardsticks?

Kevin Martens: Well, frankly, Diablo II is still on the PC sales charts every week. Over and over again, you have a big Christmas rush, and it bumps off, but then it's back on in early January again.

I think Diablo II is the standard for this kind of game, so largely what we're thinking about is making sure that we do the series justice -- which we feel that we are -- and making sure we're trying to expand the market. Personally speaking, I hunger for a game like this, one that's going to last for a long time -- something we can play for ten years, like Diablo II.

I think there's a massive market for it, but I also know the games are kind of hard to make and, really, it's hard to beat Diablo II. So that's the tricky part, and that's one of the reasons that there are not that many games out there. There's still a definitive one that's on the charts every week. That's the one that we have to beat. Luckily, we know a lot about it.

And more broadly than that genre, there is of course always widely-publicized pessimism about the PC platform, and has been for a long time. Does that concern you ever, either in a long-term sense for Blizzard as a company that is so devoted to the PC, or otherwise?

Kevin Martens: It has never affected us yet. The death knell of PC has risen and fallen over the years, and we keep releasing PC games, and they keep doing incredibly well. I think that there is a market out there for PC games. The latest consoles are great; it's easy to get the game running and all that. They're useful.

But everyone has a PC, and we try to keep our system requirements down as low as possible. That's one of the ways that we can make sure to appeal to enough people. Some of the really cutting edge games that come out for PC require a brand new video card and probably more RAM at least, if not a new CPU as well. That's really rare with Blizzard games. I think that's one of the reasons we still keep doing well.

Kevin Martens: If I could add to that -- the best evidence that the PC market is not actually dying is the 20,000 people that showed up this year at Blizzcon, and the fact that those tickets sold out in one minute flat. That doesn't seem to me that it's really good evidence of a platform with a problem.

 
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Comments

Seth Burnette
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A cynical part of me thinks that this is masturbatory game development that Blizzard is getting away with simply because they have the money to throw at it. When at the end of the process you just have a polished 3D version of Diablo 2, you have to wonder if it comes down to tweaks for tweaks sake.

On the other hand, I will likely love this game and truly appreciate all that polish when it comes out.

Ted Brown
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I wonder what Blizzard would produce if only given 9 months of real dev time, as opposed to 9 years.

Wolf Wozniak
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Still not as dark as the first game.

Not buying.

Andre Gagne
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Speaking of this genre, Has anyone taken a look at the Sacred series? It seems to have slipped under the limelight.

Enrique Dryere
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Sounds to me like Blizzard is just trying to get the same level of polish in the class mechanics and balance as you'd expect from an MMORPG that's been out for a couple of years, which is smart because although D3 is not an outright MMO, it will certainly have to compete against them.

Prakash Angappan
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Nice article, thanks to Chris Remo

Fernando D'Andrea
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People talk about the D3 art direction as being dark was the only interesting thing in the previous installments.

Joshua Sterns
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@ Wolf.....If you lower the display brightness and contrast you will get dark.

I don't understand why people ride the hate train. The game isn't out, and has years to go. All of the environments have not been denoted, and besides the pictures above look fantastic. I've never understood the hatred for popular games. Halo sucks because it's Halo. Diablo sucks cause it's Diablo. etc. etc. etc. In reality these games sell millions and define genres.

Luckily Blizzard doesn't really need to care about the haters. They have Bucket of Money aka WoW, and millions of fans who appreciate their high quality work.

Roger Miller
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I have to agree with Joshua. I can understand people have a bond with the previous Diablo games, as do I. But Diablo II was not all dark from from a visual point. If you Google for images, most of the outdoors scenes are bright. The desert we anything but visually dark. It was the created atmosphere that made it sinister and dark and that was achieved through art, sound, game play and story. I really urge people to hold back on the flaming until its actually released. You might be right but I feel like we owe the creators of the previous two games (which we are passionate about) a chance. They seem to be committed to get it right.

Ruthan van den Naar
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@Joshua: Blizzard si McDonald of game industry, they realy could do lots of thing better, but realy dont must, because money. WoW, Starcraft, Diablo must be for everyone and this is the problem, realy good craft, but nothing revolution - machine on money.
I my vision of industry, such big developers as Blizz must invest money to experimental projects or industry will be only standing on place without progress - Two branches - mainstream Diablo, Starcraft, WoW and experimental, is needed. For hardcore gamers is next same Diablo as 2 relatively boring, first Diablo was also small revolution.


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