Well when I came to know that Diablo 3 is going 3D , it was an expected move and an essential one.It game more depth to the game (heh literally) and added some extra realism.Most of all it looked good and it reacted to the physics of a spell.But after a few days of research, I have found out that going 3D could have a LOT of negative impact on the gameplay. How ?
Diablo is essentially known for its Hack n Slash game play along with re playability. Thats the fun factor.In the first two games , it used 2d sprites for animations that were very responsive and it actually make you feel that were hacking down zombies.I could execute as many spells and actions and the sprites took care of the animations.
I have played a few other Diablo clones which are in 3d and although they were so much similar to Diablo, i have never wanted to play them as much as i wanted to play Diablo.I couldnt find the reason why.Yesterday I reached to the conclusion that i really never felt I was battling any monsters, because there was always a lag period from the moment i pressed the mouse button to when the animation cycle completed. I could never break the animation cycle midway , like cast a skill when already some other animation was going on.It may be realistic animation but it felt highly unrealistic in terms of controlling a player , it was rather like he was doing a set number of things i commanded one after the other than it being more like a puppet to me.I could not make quick changes to my gameplay decisions due to this.Hence the fun factor was for me completely lost.And when i say quick changes, we all know there are going to be lots since there wont be pot spamming now.
Im sure they will be addressing this issue but im not sure how they will pull it off.I guess we will only come to know once there is a playable demo release of the game.Anyone has more insight on this , please take the thread along.
An interesting discourse, yet one which appears to conflate differing aspects of the issue into a singular whole. Let us examine this in depth.
The inability for one to cast a differing spell should a prior spell be cast cannot be considered a limitation inherit to that of 3D games. Should one have adequate experience with a variety of 2D games, one would indeed notice such an occurrence as well. Since this particular attribute is prevalent to both types of engines, one would thus conclude the observation to be more of a gaming-feature than that of an issue requiring correction.
An intimate understanding of animation techniques would not be required for one to fathom that the cessation of a spell-casting animation sequence takes little effort to implement, for both 2D and 3D games. Should the veracity of such be acceptable, one might then question why this to not have been implemented throughout all games? The answer turns out to be rudimentarily basic. Proceeding with such a course of action provides observers with hideously inconsistent visuals, one which gives gamers a sense of an inchoate and unpolished product worthy more of ones trash bin. An issue perhaps not considerably bothersome for certain supremely antiquated 2D games, since the quality for such would not have surpassed that of contemporary expectations. Additionally, the advent of the 3rd dimension endowed unto developers a great many opportunities, allowing for a myriad of increasingly elaborate and intricate special effects beyond those of its predecessors. One would thus find it unsurprising then that certain powerful spells take up an inordinate amount of time to execute.
However it bears noting that whilst casting durations have become increasingly varied, developers have also utilized and integrated such to become an essential feature of gameplay. Analogous spells in older games might not have provided gamers with a second thought as to which allowed for a fitting answer to situational encounters, whereas one would be required to utilize strategy in deciding between spells with multiple cast durations and destructive prowess with the express intent of surviving and dominating a variety of scenarios.
A fitting culmination of a natural progression does one not think so? Thus, one would indeed conclude this to be a 'boon' rather than a 'bane'.
I just hope my rig can handle all the action at ALL the time since going 3D = Good lot of load to the GFX core.This is what I was getting at. No point in having all that oogly details if it hurts the gameplay.
Like i said , Its goona get much more difficult with hardcore fans like me playing on low GFX settings comfortable on certain levels but certain boss fights (and their minions) burn my GFX card instead of the Sanctuary.
Reminder to self : Have to get used to using numbers to spill blood not drink blood.
I somewhat noticed that too, but I am pretty sure developers can cancel an animation and restart a new one, it's just a matter of choice. I don't like 3D for plenty of other reasons, but I don't think this is a problem.
Well when I came to know that Diablo 3 is going 3D , it was an expected move and an essential one.It game more depth to the game (heh literally) and added some extra realism.Most of all it looked good and it reacted to the physics of a spell.But after a few days of research, I have found out that going 3D could have a LOT of negative impact on the gameplay. How ?
Diablo is essentially known for its Hack n Slash game play along with re playability. Thats the fun factor.In the first two games , it used 2d sprites for animations that were very responsive and it actually make you feel that were hacking down zombies.I could execute as many spells and actions and the sprites took care of the animations.
I have played a few other Diablo clones which are in 3d and although they were so much similar to Diablo, i have never wanted to play them as much as i wanted to play Diablo.I couldnt find the reason why.Yesterday I reached to the conclusion that i really never felt I was battling any monsters, because there was always a lag period from the moment i pressed the mouse button to when the animation cycle completed. I could never break the animation cycle midway , like cast a skill when already some other animation was going on.It may be realistic animation but it felt highly unrealistic in terms of controlling a player , it was rather like he was doing a set number of things i commanded one after the other than it being more like a puppet to me.I could not make quick changes to my gameplay decisions due to this.Hence the fun factor was for me completely lost.And when i say quick changes, we all know there are going to be lots since there wont be pot spamming now.
Im sure they will be addressing this issue but im not sure how they will pull it off.I guess we will only come to know once there is a playable demo release of the game.Anyone has more insight on this , please take the thread along.
The inability for one to cast a differing spell should a prior spell be cast cannot be considered a limitation inherit to that of 3D games. Should one have adequate experience with a variety of 2D games, one would indeed notice such an occurrence as well. Since this particular attribute is prevalent to both types of engines, one would thus conclude the observation to be more of a gaming-feature than that of an issue requiring correction.
An intimate understanding of animation techniques would not be required for one to fathom that the cessation of a spell-casting animation sequence takes little effort to implement, for both 2D and 3D games. Should the veracity of such be acceptable, one might then question why this to not have been implemented throughout all games? The answer turns out to be rudimentarily basic. Proceeding with such a course of action provides observers with hideously inconsistent visuals, one which gives gamers a sense of an inchoate and unpolished product worthy more of ones trash bin. An issue perhaps not considerably bothersome for certain supremely antiquated 2D games, since the quality for such would not have surpassed that of contemporary expectations. Additionally, the advent of the 3rd dimension endowed unto developers a great many opportunities, allowing for a myriad of increasingly elaborate and intricate special effects beyond those of its predecessors. One would thus find it unsurprising then that certain powerful spells take up an inordinate amount of time to execute.
However it bears noting that whilst casting durations have become increasingly varied, developers have also utilized and integrated such to become an essential feature of gameplay. Analogous spells in older games might not have provided gamers with a second thought as to which allowed for a fitting answer to situational encounters, whereas one would be required to utilize strategy in deciding between spells with multiple cast durations and destructive prowess with the express intent of surviving and dominating a variety of scenarios.
A fitting culmination of a natural progression does one not think so? Thus, one would indeed conclude this to be a 'boon' rather than a 'bane'.
Thanks for that.That was like really deep.
I just hope my rig can handle all the action at ALL the time since going 3D = Good lot of load to the GFX core.This is what I was getting at. No point in having all that oogly details if it hurts the gameplay.
Like i said , Its goona get much more difficult with hardcore fans like me playing on low GFX settings comfortable on certain levels but certain boss fights (and their minions) burn my GFX card instead of the Sanctuary.
Reminder to self : Have to get used to using numbers to spill blood not drink blood.