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MTV Multiplayer's Tracey John shares another part of their Q&A with Jay Wilson (Diablo 3 Lead Designer). Jay Wilson discusses why potions were removed from the game, and what the plan is to change game mechanics for handling monsters and bosses; and how the game will appeal to Diablo fans.  Read the article.

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Jay Wilson: “When you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them.”

Bashiok answered a QQ-rampage from fan bobydole concerning this very MTV interview about Health Potions.  His answer makes sense. There is a mix between nostalgia, and how gaming experience, game mechanics and systems have evolved eight years later. Sometimes you can't appeal to everyone, but gotta balance games somewhere in the middle. Personally, I have been one of those players who go into Duriel with a full stack of healing potions, do hit and run, and spam healing potions.  Same with Diablo at the Chaos Sanctuary. Teleport, stack more healing potions, then return to continue tackling Diablo. Playing Diablo 3 differently would surely put a dent on the healing pot spamming nostalgia. However, shooting down the new healing concept laid by the Diablo 3 team before even getting our hands on a playable demo, or beta is a bit too early.

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Bobydole: They keep touting potiopn dropping as if it's a new dynamic that's going to make the game more interesting. It's been around for decades as a game mechanic.

What made diablo interesting was the lifetap ability of most classes, it wasn't so much the potion popping, though that was important for casters.

What gets me is these guys claim they're fixing this that, putting in potion drops rather than potions, then they say some BS like this...

"We want diablo III to be beatable by just pushing one button."

No &#$%ing *(&#, genious. Diablo I and II both got that right for lower difficulties.

How about we stop trying to fix what isn't broken and refine it. Rather than, oh i don't know...

DEVOLVING ONE OF THE GREATEST GAMES OF ALL TIME TO MIMIC THE BASIC PLAY MECHANICS OF PREVIOUS BULL(*&#$ TITLES.

Are we making a blizzard game here or an SOE title? Quit making bull*(&$, water-down, vanilla gameplay descisions.

Blizzard doesn't cater to massive audiences, they create them.

Refine lifetap, Refine player run speeds, make synergies work better. Make some skills powerful damage-wise, but weaken a players speed/ defense over time. Make more dynamic buff abilities like berserk.

Go ahead, kill the messenger. Blizzard can do no wrong, right?, Empires never fall..

Bashiok: Hrmmm, I was really confused at first but I think you make a very valid point. However, game development and design just doesn't tend to work the same as it used to, and I'm not talking about Blizzard games, but just in general.

The days of design-by-luck are by no means gone, but far less accepting are players of flaws as valid rules. It requires a more methodical and player-serving approach. I actually think it may have to do somewhat with the increase in expectations of customer service and consumer rights... possibly the ever-shrinking attention span, regardless though, players have higher expectations from their games, and systems/rules that may have worked or were at least accepted as part of the game even a few years ago rarely fly these days. It's not the same market, and you're not applying to the same small group of core gamers anymore. Aside from that I don't think most still enjoy the masochistic, obscure, and often overly-complex or undefined game design of yore. Nostalgia blinds though.

Anyway... I don't know, I'm just a player myself, but I think I get where you're coming from and the best we can do is play games and enjoy ourselves. Maybe more than we ever have before, but nostalgia is such a powerful lie it makes it difficult to properly weigh the experiences.

I'm reading a bit between the lines of your posts though I think, and getting way too far from discussing health regeneration in Diablo games.

I know at this point I probably can't really allay your concerns in this specific case until you try it out, except to say that I believe you're wrong in regards to health globes. The overuse of potions was a path of least resistance, and I don't feel removing it detracts anything from the game except to say that it's something that was in a previous title in the series.

Those who have expressed concern that the screenshots show a difference from what was shown at the Gameplay video in WWI Paris seem to be wrong. Bashiok , Diablo 3 Community Manager, has answered fans the following:

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Is it just me or does this recent pic indeed show a darker dungeon then in the previous screen shots?

Bashiok: All of the screenshots being posted were taken pre-announcement, the same time the video was shot. So no, there isn't any difference. There are darker parts, and lighter parts, and while there are certain to be lighting tweaks as we go it isn't expected to change dramatically.

Well at least one thing I noticed new in the screen shots was the barbarian has gotten new battle scars from killing demons in this picture, but in the game play video when they zoom in he didn't have as many on him..

Bashiok: Those are actually fading crit blood sprays. When you get a crit death on a monster (that isn't an elemental crit death) it sprays the hero with blood (decals) and those then slowly fade over time. The screenshot shows them pretty much faded all the way out which gave them the appearance of scars. Maybe we can get some screenshots out that show the blood sprays a bit more effectively.

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Blizzard has released new artwork, screenshots and wallpapers.  As commented few weeks after WWI Paris, atrumentis had suggested the ruined city in the Diablo 3 Cinematic might be the Ruins of Ureh.  The Wallpaper released today confirms it is indeed Ureh from Diablo: Kingdom of Shadow novel by Richard A. Knaak.

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The screenshots show the lot of work the art team is putting into making outdoor scenarious look like a vivid and colorful 3D world right out of a museum painting. The second screenshot, in contrast, shows a darker atmosphere dungeon.


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Download the Ureh Wallpaper in various sizes here

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Blizzard Gamers,

On behalf of everyone at Blizzard, I want to apologize for the challenges and frustrations you experienced while trying to purchase BlizzCon tickets on Monday and Tuesday. BlizzCon is about the positive experiences you all have had with Blizzard games. As a result of this week's events, the excitement that many of you felt about the show has turned into dissatisfaction and disappointment.

Due to these circumstances, we've reevaluated our convention hall space and come up with some solutions that will allow us to offer 3,000 more tickets for sale. We know this will not be enough to satisfy the very high level of demand for tickets this year, but we want to ensure that BlizzCon remains a great experience for those of you who are able to attend. To avoid the issues many of you faced this week, we'll be selling these 3,000 via a lottery. We'll post further details once our plans are finalized. Please note that the lottery will only be open to those with an active Blizzard Account as of 9:00 PM PDT on August 12, the time that the “Sold Out” notice was posted.
                    
I, and everyone else at Blizzard, share the frustration and disappointment that many of you have expressed as a result of this process. We'll do what it takes to avoid this type of situation in the future.
    
Sincerely,
Mike Morhaime

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8/13: Tickets to BlizzCon 2008 are now sold out. We'd like to thank everyone once again for their overwhelming interest in this year's show. If you were unable to secure tickets, please keep in mind that DIRECTV will be broadcasting BlizzCon live from the Anaheim Convention Center on October 11 and 12. In the meantime, keep an eye on the  BlizzCon 2008 website for updates on panels, exhibits, events, and more. We look forward to meeting some of you at the show!


8/12  Nethaera
: The bulk of the BlizzCon tickets we had available were sold out within minutes of ticket sales going live again this afternoon. We have a small reserve of tickets left -- to make these available to some of you who might not have had a chance to purchase yet, we will be releasing the remaining reserve tickets for sale tonight, August 12, at 8:00 PM PDT. We appreciate the enthusiasm everyone has shown, and wish we were able to accommodate even more attendees at this year’s BlizzCon.-- source

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MTV Multiplayer Journalist Tracey John wraps up her set of interviews with Jay Wilson with a bang. Diablo 1 and Diablo II characters will be prominent throughout the storyline of Diablo 3, as well as characters from the novels that did never exist in the previous Diablo games. More interesting is that Blizzard considers Diablo 3, the wrap up of the trilogy.  Did we get a hint that Diablo MMO is to follow? Or a Diablo 3 Expansion? Read the Diablo 3 Storyline interview.

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“We also tried to focus a little more on bringing characters back, and not just from ‘Diablo II’ but from ‘Diablo I,’” he said. “We feel like a lot of the focus is on ‘Diablo II’ but ‘Diablo I’ started it all and has a lot of really good stuff on the gameplay side and on the character side. So people can expect to see characters from ‘Diablo I,’ more characters from ‘Diablo II,’ and characters from some of the books. We’re definitely going to bring a few of them in.”
Thanks, Jugzor

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Warcry interviewed FATE creator and former Flagship Studios Mythos Project Director Travis Baldree to discuss the whereabouts of the new gaming studio after the sundering of Flagship Studios.  Travis Baldree partnered with Max Schaefer (Condor / Blizzard North and Flagship Studios co-founder) to create a new Studios: Runic Games.

This may not have much to do about Diablo 3, thus far, except Warcry tossed a catchy question at Travis Baldree, asking his opinion on the Art Direction of Diablo 3. This was his response.

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Warcry: Just for fun, what do you think about the discussion swirling around the "tone and color" of Diablo 3?

Travis: Personally, I think what they've done with Diablo 3 is fantastic. It seems pretty obvious that the mandate was to make the game look like a concept painting brought to life, and I think they've succeeded pretty wildly. The contrast and use of color really works well for an Action-RPG, where there are hordes of monsters and spells, and separation of individual entities is required for satisfying play. I can't wait to play it!

Blizzard is really second-to-none, and I have nothing but admiration for their work. I know a lot of people are lamenting what they see as a move away from the grim vibe of Diablo, but I think a lot of that gothic feel is really sold by a combination of sound, content and story, and the visceral nature of the game - and Blizzard certainly isn't skimping on the visceral if the videos are any indication. I also feel strongly that there's some pretty grim content they haven't bothered to show everyone just yet.