I hadn't seen this discussed anywhere else, so I thought I'd create a thread asking about it. One of the things I noticed in the gameplay video was that there was just one path to take, and the level design led the player right to where he needed to go. No D2-esque open maps, branching paths, etc. My question is, was that just for convenience's sake because it was a demo? Or is that the general plan for the levels in the game?
Because for me, one of the things that made D2 stand out and have such amazing replayability was the ability to roam the environments, finding caves and unique monsters to fight. And while frustrating at times, getting lost or running into dead ends nevertheless made it that much more realistic and brought me into the game.
It seems like so many games take you straight from point A to point B with maybe a hidden path or two containing some form of reward. (Example: the amazement I felt while playing Half-Life 2 at making it through an entire city with only one available path to take and winding up EXACTLY where I needed to be. Nifty.) It would be sad for D3 to follow a similar pattern.
I didn't like the d2 areas so much actually. Kinda boring squares blocked by walls etc. Act3 was somewhat fun to do you started at bottom of the flayer jungle and went all the way up to lower kurast. But mainly cuz I played a lot with a barb in there and it was the best place to exp barb at 60+ level All the mobs just came at you and u could run forward killing monsters all the time. With classes like sorc I prefered more open areas.
Areas like Outer Steppes and Plains of Despair were just damn fun to clear with a sorc.
It's a demo, we can't expect them to take several paths to one destination, nor can we expect them to use a map that has a less-than-linear approach. With hope, we'll still get the old semi-sandbox feel.
Yeah, for a while I hadn't even thought about the fact that they would have a special level made for the demo, so I was pretty worried about it lol. When I did actually think it through, I wasn't quite as concerned, but I would still like to have some form of assurance.
I hadn't seen this discussed anywhere else, so I thought I'd create a thread asking about it. One of the things I noticed in the gameplay video was that there was just one path to take, and the level design led the player right to where he needed to go. No D2-esque open maps, branching paths, etc. My question is, was that just for convenience's sake because it was a demo?
it would look rather stupid if he couldnt find his way out of the places shown in the demo he would have to explore it, so it was prob just the demo
I noticed this and I doubt they would do the maps like that in the actual game, it would completely ruin the game for me. Although another thing I did notice was that there seems to be no indication that there are multiple levels, I will also be sorely disappointed if you cant venture deeper underground. The reason I think this might be something to be concerned about is due to the environment around the player it seems there can't be anything further down or above just due to the way the 3d geometry is laid out.
I noticed this and I doubt they would do the maps like that in the actual game, it would completely ruin the game for me. Although another thing I did notice was that there seems to be no indication that there are multiple levels, I will also be sorely disappointed if you cant venture deeper underground. The reason I think this might be something to be concerned about is due to the environment around the player it seems there can't be anything further down or above just due to the way the 3d geometry is laid out.
It allows them to make an entire dungeon on one map instead of three. That's actually pretty cool.
Jay Wilson. The lead designer on diablo 3 speaks about the game in general but also the maps and there structure. Since they plan to make the game so replayable as possible the maps will be generated with areas that are randomly placed in different combinations.
There are supossed to be thousands of different combinations and we can se that the areas are different places to go. It might be that we must follow the road but the road will allways change. Thats atleast what i figured out of what they said.
Sorry for bad quality on the screenshot.
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To me it looked like there were other ways to go on the map, but the demo guy just knew where to go. If you look at the beginning of the gameplay video, it looks like the barbarian can go up as well as to the left.
In that screenshot, there's a few detailed rooms that basically follow a bending line and then just a bunch of wall squares around it. Doesn't seem as open and random as in D2
Yeah, in that screenshot it looks like theres just one road surrounded by walls.. Maybe that's just the map of the demo though? I don't know. I know they've talked a ton about how random their maps are, but that doesn't really do any good if all you can do in the end is just follow them to the finish like the thousand other random maps. *crosses fingers and prays it was just for the demo*
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Because for me, one of the things that made D2 stand out and have such amazing replayability was the ability to roam the environments, finding caves and unique monsters to fight. And while frustrating at times, getting lost or running into dead ends nevertheless made it that much more realistic and brought me into the game.
It seems like so many games take you straight from point A to point B with maybe a hidden path or two containing some form of reward. (Example: the amazement I felt while playing Half-Life 2 at making it through an entire city with only one available path to take and winding up EXACTLY where I needed to be. Nifty.) It would be sad for D3 to follow a similar pattern.
I didn't like the d2 areas so much actually. Kinda boring squares blocked by walls etc. Act3 was somewhat fun to do you started at bottom of the flayer jungle and went all the way up to lower kurast. But mainly cuz I played a lot with a barb in there and it was the best place to exp barb at 60+ level All the mobs just came at you and u could run forward killing monsters all the time. With classes like sorc I prefered more open areas.
Areas like Outer Steppes and Plains of Despair were just damn fun to clear with a sorc.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
it would look rather stupid if he couldnt find his way out of the places shown in the demo he would have to explore it, so it was prob just the demo
It allows them to make an entire dungeon on one map instead of three. That's actually pretty cool.
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I think non-linear maps with levels are sure to make an appearance.
Blizzard should have never shown that 20 min gameplay video. People are over-analyzing like crazy
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Most of them can be found here:
http://www.gamespot.com/pc/rpg/diablo/
Jay Wilson. The lead designer on diablo 3 speaks about the game in general but also the maps and there structure. Since they plan to make the game so replayable as possible the maps will be generated with areas that are randomly placed in different combinations.
There are supossed to be thousands of different combinations and we can se that the areas are different places to go. It might be that we must follow the road but the road will allways change. Thats atleast what i figured out of what they said.
Sorry for bad quality on the screenshot.
In that screenshot, there's a few detailed rooms that basically follow a bending line and then just a bunch of wall squares around it. Doesn't seem as open and random as in D2