The reason why Diablo 3 development has taken so long (for lack of a better term) is because Blizzard (aka. the D3 development team) knows:
- If they do not put time and effort into the game, it will be a poor game and not sell well.
- If they do not put time and effort into the game, they will have to continually patch things in, which requires extra effort. Why fix tomorrow what you could solve and perfect today?
- If they do not put time and effort into the game, bad ratings will reflect badly upon the company; ergo, a bad review will forever scar Blizzard as the "bad egg" in their lineup of games and make people skeptical of future releases.
- They want to give you a good gaming experience.
- They are trying to ensure the continuation of the Diablo Franchise by putting out a good sequel (refer back to point 3)
Patience is a virtue; trust me, I've been waiting for this game since I was about seven years old. I know patience. I'm not mad about the release date because I know that Diablo 3 will be an amazing game and the time and effort put into the game will surely reflect the passion and determination the development team put forth to give us what we deserve for our patience. Blizzard has been 100% loyal to all of their fans, a trend I don't expect them to break anytime soon.
So, dude, lighten up a little bit. Hopefully, the release date is planned for Winter 2011 or early 2012. Beta might be coming up in the near future also. What I would do is opt-in for the Beta (I already have) and hope that you get selected.
- Zhuge
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Azriel posted a message on Reason why D3 is so LATEPosted in: Diablo III General Discussion -
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ScyberDragon posted a message on Inspiration from Act V (WIP)Posted in: Completed Work AreaAs with any product, video games take time and money to develop. Sometimes developers have grand ideas on how to make their game shine. Unfortunately, due to financial and time constraints, not all of their dreams can come to fruition. Diablo II is no exception. There were probably dozens of ideas that just never made it off of the drawing board for one reason or another. However, while many of these things may have been cut from the original release, expansions packs offer developers a chance to bring some of these ideas back and even possibly add a few new ideas. With Lord of Destruction (LoD), a fifth Act was added that offered a variety of many new mechanics and design to the game. Many of these ideas helped bring depth and more variety to Diablo.
The aim of this article is to not only highlight some of these changes, but most importantly, make notice of these features' influence on Diablo III. Many of the changes added to Act V of Diablo II can be seen in Diablo III. Having more time and money for this project, they were able to apply many of these changes to the whole game and even develop the ideas even further in many cases.
Starting off, there was some graphical advancement in Diablo II. In Act V, our heroes are taken to Harrogath where they will venture up Mt. Arreat to defeat Baal. In order to give this environment a look of grandeur and height, backgrounds were greatly improved upon. While standing on the mountain side, you could see villages and other peaks below you (pictured below on the left). This small but important detail helped add depth to the environment compared to the closed of dungeons and walls surrounding the previous areas.
(Click any image to enlarge)With Diablo III, they have taken this idea and expanded upon it. Dungeon areas have been shown with multiple layers of depth to them. In the backgrounds players can see other floors, doorways, and other miscellaneous objects to help bring life to these concealed areas. Taking the idea even further, in Diablo III monsters will even interact with these backgrounds. Emerging from the depths of the dungeon, we have seen //www.diablowiki.com/Ghoul_%28Diablo_III%29">Ghouls" class="wiki-link">//www.diablowiki.com/Ghoul_(Diablo_III)">Ghouls"/> Ghouls crawling up these walls to attack our brave fighters (pictured above on the right). Even the foreground has become fair game for monsters to reside and attack you at their will. It is clear to see just how much depth is actually added by using this concept from Diablo II and taking it even further.
Another subtle feature that was added in LoD was the addition of breakable environments. Diablo II always had the numerous amounts of barrels and urns to break open but none of these were really part of the actual level. They were added into them to give players just one more chance to get some loot. However, in Act V, there were walls, doors, catapults, and towers added that could be destroyed. Not really monsters or random barrels, these objects included an element that helped add a perception of power to your character as you were actually able to break your surroundings with your skills. Sometimes it was even necessary, as a breakable wall would separate you from the other side of your destination.
With Diablo III, a multitude of breakable environments have been added. As seen in the first game play demo, almost every piece of furniture and decor is destructible, reflecting the pure power of your hero. There are also doors that cannot simply be clicked to open. Like the walls that closed off your hero from Diablo II, these doors can only be opened by smashing them into tiny pieces. In addition to destroying this environment, players can now take advantage of their surroundings. Crumbling walls, dangling chandeliers, swing axes, and numerous environmental additions have been made to smack down the monsters you battle against. A simple swing of an axe or blast of arcane power will send the environment crumbling around you and damaging all those in its path.
The next idea that was added to Diablo II through LoD was monsters with multiple stages. Some came in the form of //www.diablowiki.com/Demon_Imp_%28Diablo_II%29">Demon Imps" class="wiki-link">//www.diablowiki.com/Demon_Imp_(Diablo_II)">Demon Imps"/> Demon Imps jumping up and using either towers or //www.diablowiki.com/Siege_Beast_%28Diablo_II%29">Siege Beasts" class="wiki-link">//www.diablowiki.com/Siege_Beast_(Diablo_II)">Siege Beasts"/> Siege Beasts to do additional damage. After destroying their leverage, the player would still have to fight the imp itself. There were also the //www.diablowiki.com/Putrid_Defiler_%28Diablo_II%29">Putrid Defilers" class="wiki-link">//www.diablowiki.com/Putrid_Defiler_(Diablo_II)">Putrid Defilers"/> Putrid Defilers that would release parasitic worms into other monsters, adding another stage of fighting before these monsters would fall to the ground. These ideas helped to add more challenges to the fight and more depth to the monsters.
We have seen this influence in Diablo III as well. The first example was seen in the original game play trailer. //www.diablowiki.com/Zombie_%28Diablo_III%29">Zombies" class="wiki-link">//www.diablowiki.com/Zombie_(Diablo_III)">Zombies"/> Zombies had a chance to have their legs ripped from their torso. However, this is not always enough to kill. Some of them will continue to crawl their way towards you, relentlessly attacking you with the body parts they still have remaining. The Thousand Pounder was also shown with two stages. After taking so much damage, the brute would begin to glow and change his fighting technique. It has also been stated that many bosses would follow this mechanic and have multiple stages, each would bring a change to the battle. With the Hack N' Slash mentality of this game, adding some unique twists to the monsters will help add variety to these numerous foes.
Another influence that made its way into the expansion was the ideas of followers. With the original Diablo II, the only additional aid we would receive from the townsfolk, excluding hirelings, would be Flavie, who remained stationary and fired at monsters that strayed too near. The rest of the monster slaying was left up to you while the citizens sat calmly in their cozy towns. With the addition of LoD this would all change. At the beginning of the Act, brave Barbarian citizens of Mt. Arreat would join you in your battle. Covering the battlefield, players would watch as the brutish forces would take down many demons on their own.
Diablo III has adopted this idea of others aiding in the fight against Hell. While venturing into random dungeons, your hero may happen upon other brave fighters. After interacting with these people, they will follow you to their death in your fight. An example of this can be seen, once again, in the first game play video where the archers protecting Cain follow you through the dungeon until they met their ultimate demise. More of the followers have been promised to aid you like the weapon smith we saw in the Demon hunter video. While we do not know if hirelings will make a return, we do know that you will not be fighting the Denizens of Hell by yourself.
The last idea that was added to Diablo II was in the form of a quest. The Rite of Passage was a very unique quest that came towards the end of LoD. What made this quest so unique was that it was the first and only fight in the game where the player could not use Town Portals (TP) to escape death and refill their potions and come back to finish the battle. If a player used a TP to leave the area, the three Ancients would be reset and regain full life. This added, perhaps, the only change to the fighting design of Diablo II. With any other challenge, the player could quickly and easily leave the fight to regain their vigor. This quest made the fight a true fight to the finish without any chance of escape.
Diablo III has not only taken this idea for a few fights but has adopted the mechanic for the entire game. Town Portals have been officially removed from the game. Realizing the added challenge and immersion this previous quest offered, the developers deiced to add this challenge to every fight. Adding more mechanics to allow for this, players will only be stopping at town at the occasional waypoint. Boss fights will become more challenging and require some skill and technique to best these monsters while preserving your own life.
With LoD, many new ideas emerged to help make the game more fun. Taking simple ideas and using them to add depth, the last Act of Diablo introduced many unique experiences to the game play. Diablo III has taken these ideas and expanded upon them to add the same level of depth and increase the fun while playing the game. What other features that we glimpsed in LoD will we see in Diablo III?
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Sixen posted a message on Bugged E-Mail Verification?Posted in: DiabloWiki
:X.Quote from PhrozenDragon
:woot: :mage: :whoops: :wallbash: :starwars: :sorcerer:Quote from Sixen
Bahahahaha, don't worry, I don't think Phrozen could hate anybody, :P. He's our Wiki Manager, so all this stuff is right up his alley. Trust me, when people show interest in the Wiki, he goes nuts, :).
And we can only post 10 emoticaons in one post! What's up with that?
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apples posted a message on Ultimate Random Chat Thread [URT] v4k lol.Posted in: Off-Topic
nothing has broken for me in months...im due for something soon...uh oh. -
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apples posted a message on Ultimate Random Chat Thread [URT] v4so informing people on how making dangerous activities less dangerous is useful? or not? i cant tell.Posted in: Off-Topic
regardless, im going to go find some nagelrings now. wish me luck :wub: -
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ScyberDragon posted a message on Umpa65 the Diablo 3 Tshirt modelnobody else enter so zhuge and I can win.Posted in: General Discussion (non-Diablo) -
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Zhar posted a message on Who's going to Blizzcon?Wish I could go, but it probably won't happen.Posted in: Diablo III General Discussion -
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Sixen posted a message on I need a new mouse.Logitech is always the way to go.Posted in: General Discussion (non-Diablo) -
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Zhar, grab his legs, i'll stick the bag over his head. He'll never see it coming. I figured if we kidnap him, he can't go.Posted in: Backstage Archives (Pre-Release)
If I get caught, it's worth it. My rear end should be OK. -
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Sixen posted a message on Diablo 1 spell descriptionsZhar, you're a beast.Posted in: Backstage Archives (Pre-Release)
Ahahahahahahhahaha... I convinced mine to play a game with me one day, so we played through Resident Evil (I wasn't a big RE fan, my bro has the game) and she loved it. Now she wants me to go buy the next one (RE5) so we can play.Quote from Superceb
That's not necessarly good, now she's always at my place playing on my Xbox and not caring about me... it's been like that for the last 3 days! Bah, at least I can play some multiplayer games with her when I have time.
Otherwise, she used to play D1 back in the day, so i'll be able to get mine to play D3 and SC2, :). - To post a comment, please login or register a new account.
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*get those brits*
*heh i hope they like tenticles*
*applies growth serum to malboro* and watch it grow to 5 times it size lets it loose on the brits and my personal enemies*
*whispers to kharne*
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*throws a bag over him*
*Boys we got our turkey*
*hears a kick from inside the bag*
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*like my new toy eh?*
*sees bolt hit his hat and gets stuck on the wall*
*ouch sorry lemme get you a new one its time you had a new um cover*
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*proceeds to warm him with flare*
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*here stormy a pet chocobo*
*winks*
*gets bit by pet*
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*leaves him to freeze over stormcat's cauldron*
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*its just a man eating plant lol"
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*i think we have a new type of duel*
*man vs malboro*
*laughs*
*falls back asleep*
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*watchs as the malboro outside leechs on to zhar and stings him*
*ouch stormy can we get a medic in here i thiink zhar is blinded, silenced, numbed, disabled, etc*