What I gathered from the quote is that the basic outline of each area will be set, and that objectives, monsters and dungeon entraces will be randomized. This still isn't enough randomization in my book because if you know exactly where the entrace to the "Burial Ground" and the "Stony Field" are, what's the point in exploring the "Cold plains"?
Quote from name="biff exploder" »
no randomization sometimes is a good thing, just thinking of the forest in act 3 makes baby jesus cry.
That's the whole point: you get the impression of slowly making your way through this dense confusing labyrinth of trees and rivers the first time you play through the act as well as each subsequent time because each time it's a different maze. A maze is no longer a maze when you know your way through it. Without randomization you'll explore an area once and then you'll know your way through, so you'll just head from objective A to objective B and C and so on rather than having to explore the area to find each objective, and I always liked the exploration and scavenger hunts.
Randomization is important in Diablo because you're only new to the game once. Say you play through the game once with each character: a majority of your experience will have been spent retreading familliar, dull and monotonous paths through areas more or less the same each time.
Quote from "Karjalan" »
it makes leveling secondary characters much less frustrating and takes away the need to get power rushed...
This is supposed to be a game, not a job. Sure, static environments are easier for speed runs. For grind. But what happened to fun? What happened to savouring the experience each time? The grind has ruined everything - soon you don't remember what it was like to enjoy playing, you just play for that promised sense of achievement when your character is at the highest level. Wisdom tells us however that happiness come from the journey not the arrival, for with each success we must seek new goals. Without randomization you get a great experience the first time and then each subsequent time is boring.
The exterior world, well, we're going to make it a little bit more static from an environment standpoint, but we will still be randomizing events and monsters across the terrain. [...] we want to build more of a world that you can kind of learn and fall in love with [...] a bit more of a World of Warcraft exterior experience, to really learn these lands, learn towns, learnwhere NPCs are.
- Rob Pardo
Translation 1: "Outdoor environments are harder to randomly generate realistically than dungeons, and we're lazy. Soz lol"
Translation 3: "You suckers will buy anything we make"
Too melodramatic? :confused: Nothing is too melodramatic when half the community is screaming about the game being too brightly coloured!
Looks like randomly generated maps are being more axed for the outdoor portion of the game, and if Diablo III is anything like Diablo II we'll have a lot of outdoor areas, so most of the game will be static, with a few randomized dungeons thrown in for good measure! People have been annoyed about the new art direction but I think conserving Diablo's randomization is far more important than its darkness. Randomization IS Diablo!
If we're going to whinge about something, can we whinge about something important?! I don't want a mpa I can learn, I want one that I have to re-explore each time I play the game! It's called replayability! I don't want to know my way to Kurast Bazaar after the first try, I want to have to find my way, to explore! :mad: Has Blizzard lost their marbles?!
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That's the whole point: you get the impression of slowly making your way through this dense confusing labyrinth of trees and rivers the first time you play through the act as well as each subsequent time because each time it's a different maze. A maze is no longer a maze when you know your way through it. Without randomization you'll explore an area once and then you'll know your way through, so you'll just head from objective A to objective B and C and so on rather than having to explore the area to find each objective, and I always liked the exploration and scavenger hunts.
Randomization is important in Diablo because you're only new to the game once. Say you play through the game once with each character: a majority of your experience will have been spent retreading familliar, dull and monotonous paths through areas more or less the same each time.
This is supposed to be a game, not a job. Sure, static environments are easier for speed runs. For grind. But what happened to fun? What happened to savouring the experience each time? The grind has ruined everything - soon you don't remember what it was like to enjoy playing, you just play for that promised sense of achievement when your character is at the highest level. Wisdom tells us however that happiness come from the journey not the arrival, for with each success we must seek new goals. Without randomization you get a great experience the first time and then each subsequent time is boring.
http://www.1up.com/do/newsStory?cId=3168515
The exterior world, well, we're going to make it a little bit more static from an environment standpoint, but we will still be randomizing events and monsters across the terrain. [...] we want to build more of a world that you can kind of learn and fall in love with [...] a bit more of a World of Warcraft exterior experience, to really learn these lands, learn towns, learn where NPCs are.
Translation 1: "Outdoor environments are harder to randomly generate realistically than dungeons, and we're lazy. Soz lol"
Translation 2: "Yay! Let's sodomize replayability"
Translation 3: "You suckers will buy anything we make"
Too melodramatic? :confused: Nothing is too melodramatic when half the community is screaming about the game being too brightly coloured!
Looks like randomly generated maps are being more axed for the outdoor portion of the game, and if Diablo III is anything like Diablo II we'll have a lot of outdoor areas, so most of the game will be static, with a few randomized dungeons thrown in for good measure! People have been annoyed about the new art direction but I think conserving Diablo's randomization is far more important than its darkness. Randomization IS Diablo!
If we're going to whinge about something, can we whinge about something important?! I don't want a mpa I can learn, I want one that I have to re-explore each time I play the game! It's called replayability! I don't want to know my way to Kurast Bazaar after the first try, I want to have to find my way, to explore! :mad: Has Blizzard lost their marbles?!