We all know that when we play Diablo 3 we will be personally identify thousands of items. Wouldn't it be cool if every time you did it, it wasn't necessarily the same? I think it would be cool if, when you got some godly item, the identification process was slightly more immersive than what it has been in the previous games.
When I get a chest piece and it is identified as the armor of Bartuc, I want Cain to tell me about it. Maybe just a couple of sentences about how when Bartuc would defeat an enemy, he would bathe in their blood and that the armor was impregnated with the souls of demons. This could get tedious after a while, but I still think it would be cool if somebody in game gave you the back story for that amazing sword you just found.
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“One thing a computer can do that most humans can't is be sealed up in a cardboard box and sit in a warehouse”
--Jack Handy
Once i've made a suggestion that was pretty much like this. Legendary items should have it's lore writne in some tab in the item description. This could add a huge amount of flavor and make the item hunting process even more enjoyable.
Please don't post ideas like this if you want to see the game before 2015 - they're just looking for excuses to delay it while counting WoW money.
What? Releasing the game sooner would make them money sooner. How does delaying it help their profits in any way?
Anyways, at the OP, thats a pretty good idea. They could also do it using flavor texts under the stats on the weapons like in WoW, so you can see it at any time instead of only when Cain identifies it.
How does delaying it help their profits in any way?
I'll make it short, because I don't want to troll on it.
Would you rather make $1000 every month in perpetuity, or make $4000 once? Now, add seven zeroes to that. Obviously, that's an exaggeration, d3 won't steal ALL, or probably even more than half of WoW's subscriber base, but a little does a lot of damage. I don't know how much experience you have in the working/business world, Jackzor, but take my word for it, steady money is better than one-time money, and a steady billion a year is a lot of simoleons.
And it really is a horrible idea if you want to see the game in the next 18 months or so. Imagine, every item involves additional programming, additional writing, additional actor material, additional translation into the dozen or so languages this game will be released in...
Or, rather, it's a great idea if you're running the company as a business and not a charity, and want an excuse to take another 5 or 6 months making it...
Cain telling you about it doesn't mean he has to be "voiced", obviously it would be a lot of text and the only real problem here is just that, the voice acting. Creating stories for items in itself, I don't see how its such a "draining and delaying" process. Just adding some text to the game is what I'd consider one of the least expensive thing to do.
I loved that about Baldur's Gate where you could right-click any magic item you'd find and some had interesting stories about previous wielders, or the legend behind the item that made it so, or the rumors of why this item holds these powers.
But I've never considered even Unique items in Diablo to have any personal meaning whatsoever. They often give too much powers or too varried and the explanations for most of them would have to be quite silly. For the rarest items of all, maybe, but otherwise I think it wouldn't fit, unless the writters are really skilled, and I know for a fact with the recent Blizzard games that they are -not- up to the challenge.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I like this idea, but it would have to be implemented in a way that doesn't get in your way.. For example, if you have played DoTa, each skill has some lore written in it's description. I remember when me and my friends first started playing Dota, the game just started, you buy some items and run to your lane and in the meanwhile try to get a quick grasp of what your skills actually do but instead you read something along the lines of:
"A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren's soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin's body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel's adversaries, eradicating all that dared to cross its path. "
I like this idea, but it would have to be implemented in a way that doesn't get in your way.. For example, if you have played DoTa, each skill has some lore written in it's description. I remember when me and my friends first started playing Dota, the game just started, you buy some items and run to your lane and in the meanwhile try to get a quick grasp of what your skills actually do but instead you read something along the lines of:
"A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren's soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin's body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel's adversaries, eradicating all that dared to cross its path. "
Cain telling you about it doesn't mean he has to be "voiced", obviously it would be a lot of text and the only real problem here is just that, the voice acting. Creating stories for items in itself, I don't see how its such a "draining and delaying" process. Just adding some text to the game is what I'd consider one of the least expensive thing to do.
I loved that about Baldur's Gate where you could right-click any magic item you'd find and some had interesting stories about previous wielders, or the legend behind the item that made it so, or the rumors of why this item holds these powers.
But I've never considered even Unique items in Diablo to have any personal meaning whatsoever. They often give too much powers or too varried and the explanations for most of them would have to be quite silly. For the rarest items of all, maybe, but otherwise I think it wouldn't fit, unless the writters are really skilled, and I know for a fact with the recent Blizzard games that they are -not- up to the challenge.
OH yeah, Baldur's Gate is the perfect exemple.
And they need to explain all item's mods, one by one, indeed that would be silly. But each unique item have a general theme, they only have to elaborate that further.
maybe all that writing would be bothersome for not much appreciaition. perhaps a tinge of colour in your light radius when your holding azurewrath as a gradient from light to dark would be loved a little more. i prefer aesthetic rewards for finding endgame items. not just stats
The idea is cool and all, but I don't think it is necessarily a good one. I mean sure, some background on the items would be cool, but the idea would lose its "wow"-effect if overused. I'd rather have more cool quests, more cool monsters and more cool events than some system to tell us more about legendary items.
I'd rather have the background be presented in the more simple form of names that are references to enemies and NPCs we encounter. Like the DII unique Dusk Shroud - Ormus' Robes.
Yes, but don't you want to know why Ormus' Robes are called that? I mean having it be just a name leaves you wondering why/how its connected to the person. If I pick up a chestpiece called "Tyreal's Battle Raiment" I want to know why its connected to Tyreal. But thats just me.
When I get a chest piece and it is identified as the armor of Bartuc, I want Cain to tell me about it. Maybe just a couple of sentences about how when Bartuc would defeat an enemy, he would bathe in their blood and that the armor was impregnated with the souls of demons. This could get tedious after a while, but I still think it would be cool if somebody in game gave you the back story for that amazing sword you just found.
--Jack Handy
Please don't post ideas like this if you want to see the game before 2015 - they're just looking for excuses to delay it while counting WoW money.
What? Releasing the game sooner would make them money sooner. How does delaying it help their profits in any way?
Anyways, at the OP, thats a pretty good idea. They could also do it using flavor texts under the stats on the weapons like in WoW, so you can see it at any time instead of only when Cain identifies it.
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I'll make it short, because I don't want to troll on it.
Would you rather make $1000 every month in perpetuity, or make $4000 once? Now, add seven zeroes to that. Obviously, that's an exaggeration, d3 won't steal ALL, or probably even more than half of WoW's subscriber base, but a little does a lot of damage. I don't know how much experience you have in the working/business world, Jackzor, but take my word for it, steady money is better than one-time money, and a steady billion a year is a lot of simoleons.
And it really is a horrible idea if you want to see the game in the next 18 months or so. Imagine, every item involves additional programming, additional writing, additional actor material, additional translation into the dozen or so languages this game will be released in...
Or, rather, it's a great idea if you're running the company as a business and not a charity, and want an excuse to take another 5 or 6 months making it...
I loved that about Baldur's Gate where you could right-click any magic item you'd find and some had interesting stories about previous wielders, or the legend behind the item that made it so, or the rumors of why this item holds these powers.
But I've never considered even Unique items in Diablo to have any personal meaning whatsoever. They often give too much powers or too varried and the explanations for most of them would have to be quite silly. For the rarest items of all, maybe, but otherwise I think it wouldn't fit, unless the writters are really skilled, and I know for a fact with the recent Blizzard games that they are -not- up to the challenge.
and you are like WHAT!?
hahahaha exaaactly
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OH yeah, Baldur's Gate is the perfect exemple.
And they need to explain all item's mods, one by one, indeed that would be silly. But each unique item have a general theme, they only have to elaborate that further.
Yes, but don't you want to know why Ormus' Robes are called that? I mean having it be just a name leaves you wondering why/how its connected to the person. If I pick up a chestpiece called "Tyreal's Battle Raiment" I want to know why its connected to Tyreal. But thats just me.
Find any Diablo news? Contact me or anyone else on the news team.
DiabloFans: Facebook, Twitter, YouTube, Live Chat