Achievement Unlocked: Diablo III and Starcraft 2’s New Goals

Microsoft has proven the achievement system is one of the best ways to add replay value to a title and inspire players to overachieve in every game title, no matter how obscure. Now, Blizzard joins the battle for achievements by bringing them to the Blizzard franchises.

As of now, they’re talking Diablo 3 and Starcraft 2 enabled achievements to reward players for exploring, leveling and, of course, doing the impossible. Jeff Kaplan, World of Warcraft lead designer, spoke with MTV Multiplayer blog at length about some of the topics on achievements. The future holds an Xbox 360 style achievement system across all Blizzard properties such as WoW, Starcraft and Diablo allowing people to see how you play at “Blizzard games.”

Today, we’re able to compare a gamers score on the Xbox 360 from games like GTA IV and Halo 3 down to titles like Texas Hold’em and Geometry Wars. Imagine being able to compare a players Diablo 3 skills combined with their Starcraft 2 techniques as compared to their epic World of Warcraft battles.

Will it work? Microsoft has proven the achievements drive more players interests but do we need this in a title like Diablo 3? Of course, people overachieve in all Blizzard games because their all so great while some 360 games are only beaten for the achievements (i.e. Madden NFL 06, GUN, etc.)

The end result, value add to a game you’re going to buy anyway. Can anyone really complain?

(Thanks, 1up)

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Diablo 3, Finite Health and Loving ItDiablo 3, Finite Health and Loving It

Diablo 3 Lead Designer Jay Wilson sat down with Multiplayer Blog to explain how the health system works in Diablo 3 and how it differs from Diablo 2. In short, you can’t add a new feature without removing an old one, in this case we’re talking about health potions.

The goal is to broaden the Diablo audience to more than just the hardcore fans. Lets be honest with ourselves, the health potion system was way too far out of control (broken?) By mid-game or earlier, half the character inventory was full of potions and you might have just purchased shares in the potion selling company with all the spending you’ve done there. The health potion system created the infinitely powerful character, in essence, by making them immortal.

Activision Blizzard has learned a bit about their success with broad audiences in games like World of Warcraft, which has surpassed game sales over Diablo 2, their most successful game title. What they’ve decided to do in this release of Diablo is to limit the characters ability to heal and make them “mortal” again, requiring the player to use strategy, tactics and skills to defeat enemies. Rather than charging forward pressing “1” then “2” then “3” and the other hot keys for potions, you’ll be forced to back away during strong stomp attacks, mind your enemies special attacks and defend yourself.

“One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So 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… by just spiking the difficulty.” (multiplayer blog)

Gating the users ability to heal is a classic RPG/Adventure game mechanism for changing the playing field in terms of difficulty. You can make a game with weaker enemies in abundance and still cause you harm, take a look back at Gauntlet in the arcade for an example of this method. You can build challenging enemy styles and dungeon traps to cause the player to mind their step, look at the classic Zelda series and some of their crazy enemies. A great example is the Darknuts from The Legend of Zelda, it was a small knight that could only be attacked from behind but had a sharp little dagger if you bumped them from the front. You had to use tactics to wipe out a full room of Darknuts.

Activision Blizzard will now have the option to create some fancy enemies with challenging special abilities that do not involve insta-kill upon contact battle tactics. You control a super hero character, not an immortal; there should be some challenge besides hacking and slashing through mobs of enemies. Wilson went on to say, “We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting.”

One of the criticisms to the Diablo franchise has always been the “click fest” of battle. You sit still and click on enemies until everyone is dead. Perhaps, without having infinite potions you’ll be challenged to use your brain on occasion, like a real RPG and have more creative use of your money rather than investing a half-billion into the potion vendors.

Where does that lead the hardcore Diablo fans? Activision Blizzard hopes they’ll see a title with a lot more depth, a new style of challenge and a long term appeal.

Episode 363: Mammoths With HatsEpisode 363: Mammoths With Hats

The publication of this episode is a little late thanks to uncontrollable circumstances, but while Paul discusses the ending of Slicing Fractions, this week’s episode includes both a Gaming Flashback, Scramble, and a Gaming History which focuses on the Zelda series.

This week’s news includes:

  • Apple fans report iPhone 6 bending in pockets
  • Titan cancellation may have cost Blizzard more than $50 million
  • Wasteland 2 earns $1.5 million revenue in four days
  • Microsoft mistakenly affirms that Windows 9 will be revealed next week (from Ars Technica)

This week’s Gaming History discusses rumors that raged about Zelda games – Paul is not amused.

Starcraft 2: A 2009 Release ScheduleStarcraft 2: A 2009 Release Schedule

If you thought you’d be getting a release of Starcraft 2 for the holiday of 2008 you’ll be upset at the news. The heavily awaited RTS title Starcraft 2 will be arriving sometime in 2009. The original title arrived in 1998 but we’re not going to see the first sequel until sometime next year, amazing people even remember the game after eleven years, right?

Activision Blizzard hardly makes a game we’d forget. The reason we all have fond memories of Starcraft, Warcraft and Diablo is due to the craftsmanship that goes into the game titles (and a bit of the marketing). The developers take their time to hand craft and test a solid product, which is reason alone to see a release next year rather than in this one.

“Next year’s offerings from Activision Blizzard should include highly anticipated PC strategy title StarCraft II, the sequel to one of the world’s most enduringly popular games.” (starcraftwire.com)

It won’t make the 2008 holiday schedule, making us wonder if it’s a 2009 holiday schedule. Although Activision Blizzard doesn’t need to time their games for the biggest sales seasons it doesn’t hurt to push the title out when gamers are actively looking for new blockbusters.

Personally, we’d love to see a Spring/Summer release time frame to give us something to fill the void, but we’re sure Activision’s marketing team has plans revolving around money than a few gamers personal preferences. Regardless to the launch time we’re at least privvy to the knowledge that it’s coming next year.