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.
Merry Christmas guys!
@ Patch for AC Unity: They really do need to stop rushing games out that aren’t finished, a positive is they at least addressed issues. I never understood the need to rush a game before it was done, the people wanting to buy it are still going to do so even if you need a few more months to fix things. It does looks pretty bad if you have to redo the whole game that’s already been shipped.
@Blizzard gold for time: It does sound like a nice idea for players to pay for their time with the in game money. The article did have in it’s quote that it would cover some of the cost, I’m sure they will limit how much gold you can give so it’s not an entire month free. I’m sure someone will find a way to abuse this though.
@Hatred: Games like this always make me uneasy. Where is the line between artistic trying to get people to experience things and just being gratuitous because you want to be. Should games like Custard’s Last stand be allowed on Steam along with those Nazi games that Jonah mentioned? I think Jonah does have a point with the consequences, if your shown that this is not acceptable behavior, maybe even go so far as to show just how these actions affect the lives of those victims.
I just feel Hatred is more about the killing than trying to get you to see how terrible a thing that is. At least in GTA V when you did the torture scene you were given a speech about how useless and terrible such acts are. You are hunted by the police when you get wanted ratings, you are shown consequences for your actions.
@ last QotW: I’d like to choose the Tarrasque from Dungeon’s and Dragons, the ultimate middle finger to players when the DM wants to tell them they are royally screwed. This mammoth is roughly the size of Mount Everest, spews acid, has massive claw/bite/tail damage. He is the Godzilla of the Mystical realms.
@ This week’s QotW: Yes I have used Humble bundle, and I’m glad it has helped to raise so much money.
Hey Guys, with regards to the questions about connectivity options for older consoles. If it has a RF connection then they will need an RF Modulator. If they have older composite or S-Video (Yellow RCA, or 4 pin connect) then they can check out these product from StarTech.com. They offer both basic converters and up scalers. Yes up scalling will not make the image look better but might enable support with some TVs that do not normally support it.
http://www.startech.com/AV/Converters/Video/