With these elements at hand, Wilson set out the goals Wilson and his team were hoping to achieve with Diablo. It was crucial to remain true to the Diablo experience D2R Items. "We wanted a game where when players played it, they were essentially saying, 'Yeah this is a good feeling.'"
Furthermore, the designer stated that it was crucial that the game feel visceral so that every moment was memorable and intense. It was also crucial to the Blizzard team to extend the RPG experience without diverting the attention away from the game's hack-andslash origins.
In addition, Wilson said that the Diablo team has created a variety of new methods to give the game an RPG-like feel, such as the rune system discussed in the session this morning, but that it's "something to be discussed in the months to come." months...and the next few years."
Recalling the idea of staying true in Diablo, Wilson noted that replayability was a key element of the game. Randomness is central to creating a replayable RPG according to the lead designer said, noting that environments as well as monster encounters and even items all contribute to the idea of. There are many ways to create a game that has replayability. Wilson made reference to high difficulty settings ("we intend to bring back nightmare and hell obstacles"), as well in staged events, or adventures.
Also , in the spirit of Diablo, epic heroes were recognized as essential for Diablo. "We would like to have as many monsters as possible, and then develop extremely powerful people that smash them to the ground," said Wilson, receiving a cheery response from the crowd buy diablo II resurrected items. As Diablo before it, Diablo will focus on only a handful of classes that play distinctly differently from one another.
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