Quote fromWowow, you're looking into it way too much.
If I wasn't so lazy I would quote the sources of IGN, Gamespot, etc. etc. etc. The gaming community consensus is "action-rpg" genre. Perhaps you like to define it as something completely different on your own. Unfortunately that does absolutely nothing to me when I'm basing my opinions off of a generally accepted concept.Firstly, Diablo is not an RPG.[/genre]
Wrong, according to Blizzard and any other gaming site. It is an action RPG, as I said.
"[I]Diablo[/I] is a [URL="http://en.wikipedia.org/wiki/Dark_fantasy"]dark fantasy[/URL]-themed [URL="http://en.wikipedia.org/wiki/Action_role-playing_game"]action role-playing game[/URL] [URL="http://en.wikipedia.org/wiki/Software_developer"]developed[/URL] by [URL="http://en.wikipedia.org/wiki/Blizzard_North"]Blizzard North[/URL] and released by [URL="http://en.wikipedia.org/wiki/Blizzard_Entertainment"]Blizzard Entertainment[/URL] on January 2, 1997"
First of all - wrong, Second of all, do you even know what LARPING is? It's Live Action Role Playing. This type of role playing is something that you do IN REAL LIFE.Secondly customization of what can only be seen as pure aesthetics doesn't have anything to do with roleplaying. (except LARPING)
"A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions"
Here is a general explanation of role-playing:
"Many [URL="http://en.wikipedia.org/wiki/Role-playing_game#Varieties"]varieties[/URL] of game exist, but most follow the pattern established by [I]Dungeons & Dragons[/I]. Participants usually conduct the game as a small social gathering. A GM purchases or prepares a set of rules and a fictional setting in which players can act out the roles of their characters. This setting includes challenges for the player characters to overcome through play, such as traps to be avoided or adversaries to be fought. The full details of the setting are kept secret, but some broad details of the game world are usually given to the players.
The players then [URL="http://en.wikipedia.org/wiki/Character_creation"]create characters[/URL] whose roles they will play in the game. As well as fleshing out the character's fictional background, they assign numerical [URL="http://en.wikipedia.org/wiki/Statistic_%28role-playing_games%29"]statistics[/URL] to the character; these will be used later to determine the outcome of events in the game. Together, these notes tell the player about their character and their his or her place in the game world.[URL="http://en.wikipedia.org/wiki/Role-playing_game#cite_note-whatisnarrative-1"][/URL]"
I maintain firm justification in my suggestions. I feel that I have NOT read too far into this. I also find it odd that you see me "reading too far into something" that I clearly claimed to be passing fancies.
What? Really? Furthing the meaningful customaztion of equipment would be awfully complex? Adding small decals and other aesthetic differences wouldn't be difficult at all. I think I have fair reason to believe this based on the Archivist. They can whip up aesthetic differences in a jiffy. Complexity is not a problem, it is utility.Thirdly the visual representation of a character already depends on (meaningful) customization, namely their equipment. Furthering that meaningful customization could be expressed via visually representing the chosen skills/stats (Kinda like in Fable) which would be awfully complex to pull of right and not really worth it imo.
First, how does your parameters not make this game an RPG. I would recommend brushing up on genre classifications before claiming assumptions as fact. Second, no, there path is not predetermined in the long run. I think it is safe to say that even with the limited amount of information we have been given that we are not following a strictly linear storyline. They have already announced random quests, etc. The storyline, you can say, is on a linear path but it rests in sandbox play; thus the hero is characterized by more than the story. I don't even know how you can say that this isn'tan RPG. I can name about 15+ games off the top of my head that follow this criteria.Lastly, you play set characters in a fixed story (again, this isn't an RPG, remember?), everything they do is predetermined, their being is fixed, their part in the story is already written, the only thing you as a player do is hack & slashing your way through hellspawn in style.
Is that truly the only thing? Because as I recall, the Diablo series employs mechanics beyond the bounds of hack-and slash. It leads to hack and slash ultimately, but it still shows that it is not the [I]only[/I] thing a character does. Crafting, trading... etc. They are facets themselves.
To conclude: I feel that I have fair, justified premeses for my suggestions based on this game. I feel that YOU read to [I]little[/I] into what I had to say because you obviously missed the point of my post.
I would like to direct your attention to the end of my original post:
Quote fromAnyways, these are just passing fancies rather than passionate cravings. With a next-gen game one always wants [I]everything.[/I'] I know we won't get everything, but I at least want to know that the ideas are out there, you know?