Diablo 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.

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“Gold Rush”

It’s amazing how economies thrive on virtual worlds like Azeroth. One can buy and sell wares at an auction house to bring in money and spend money. Unfortunately, on my return back to Azeroth after a large siesta from the virtual world, many things seem to have changed… it costs an arm and a leg for almost everything. Perhaps the Burning Crusade expansion has set a new level of cost?

Here’s the deal. If you’re a brand new World of Warcraft player, you’re going to find yourself having to harvest the materials of the world (known as “mats”) for yourself because the auction house is way too expensive for everyday items. Inflation is out of control, imagine going to the store to purchase a leather jacket for the price of a car. You’d go cold wouldn’t you?

Once upon a time things were different, “low-bee” items (items between 1 and 15 let’s say) were a reasonable price, usually in the silver range of money. Today, they’re weighted in gold. The concept of supply and demand is at work but how is it we can purchase the supply at such a high cost? Because we’ve got friends or other characters with a lot of unused cash!

With Burning Crusade we saw basic quests tossing around gold as if it were common place. A character would save up thousands of gold for mounts and then horde the gold as if it were precious until they realized it was nearly infinite in supply and would start passing it around their guild or to other low level characters in their account. The end result, a low level character can go into the auction house with 100 gold in hand and buy whatever they need for basic materials no matter the price.

The laws of supply and demand take on a whole new meaning when people buying have nearly infinate supplies of cash. For me, I’ve decided to purchase some materials while “grinding” for others because they’re just too costly to purchase. However, I’ll do what needs to be done to also exploit the high prices when selling items back to the auction house and contribute to the over-inflated economies.

Perhaps, over time, Blizzard will create a platinum piece to replace the common nature of the gold as it depreciates in value. Although that’s said more in jest, it’s unfortunate that brand new gamers to this MMORPG won’t be able to take full advantage of the auction house as they could years ago with the influx in gold deposits.

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