- Eldritch
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Member for 17 years, 4 months, and 19 days
Last active Sun, Jun, 24 2018 04:20:12
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Jul 10, 2008Eldritch posted a message on Official BlizzCast 5 Q&A SubmissionsRegarding multiplayer gameplay, how much control is the host liable to have over the game? For instance, might the host kick and ban players?Posted in: News
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Jul 9, 2008Eldritch posted a message on Activision and Blizzard Are OnePosted in: News
The President and CEO of Activision Blizzard is going to be Bobby Kotick of Activision.Quote from "Alcovitch" »Blizzard has said many many times before that they hold complete control over what games they make, how those games are made, how long they take to make, what platform they will release them on and when it's considered "done".
Anyone would be a fool to step in and mess with the receipe that Blizzard is working with. Everyone knows that whatever it is that they do behind closed doors, works. It works better then anyone else in the industry. A smart man who buys out Blizzard would say " Good job, keep doing whatever it is that you do!".
But otherwise, yes, I'm sure you're right. -
Jul 5, 2008Eldritch posted a message on Blizzard Comments On The Classes In Diablo 3Posted in: News
How could it? The Witch Doctor plays the role the Necromancer did.Quote from "AManWhoLikesHisMetal" »I keep hearing and seeing people alluding to the Necromancer not making a return...
I hope this isn't true, but whatever.
I somehow doubt that any of the current concept art depicts any unannounced playable classes -- only monsters, NPCs, and announced playable classes.Quote from "EvolutionXtinct" »I predict there will be a "cleric" class, one of the artworks shows a guy w/ a blue aura in his left hand w/ a long beard. I think this one will be mentioned next. - To post a comment, please login or register a new account.
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Yes, Hellgate: London flopped massively. Blizzard's huge array of games was pretty damned terrible up until the jackpot that was WarCraft II, if anyone recalls. That started the chain reaction that has allowed them to ride their huge success thus far.
So many factors go into what makes a game 'successful' that very often even the best of games (not that Hellgate: London was) are buried alive while mediocrity (not that Hellgate: London wasn't) flourishes.
My point is that there is a strangely emotive Corporate Spencerist presence in this thread that is annoying me: the idea that anyone less successful than Blizzard has no business criticising them. I don't know about the lot of you, but as a die-hard BioWare fan, by no means would I dismiss or fail to take seriously criticism of BioWare from an Obsidian team member just because they're the outcast sibling of BioWare that hasn't done as well for themselves since moving out. I'll take the criticism on it's own merit and not scoff because of who delivers it.
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All this is about is the difference in art direction that separated Blizzard and Blizzard North. Diablo III has Blizzard art direction and unarguably shows it, now more resembling the Craft games.
You're reading from that some kind of hostility from Roper that I'm just not seeing. Seems like a reasonable (and oft-made) observation to me. Lower the pitchforks, they're embarrassing, not to mention pathetic.
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My two best arguments for a StarCraft MMO:
Good point. In all seriousness, what else could that mean? A Diablo RTS? Hah!
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Look him up.
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Meh, I can dream.
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Consistency, man!
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However, I'm very irritated by the appearance of these health orbs. They're huge, floating, solid, glowing orbs that simply appear over corpses. If they resembled shards of the Worldstone, were about the size of Diablo II's gems or soulstones, and laid on the ground, I'd be more receptive.
A development mantra of mine would be: 'Don't put anything in the gameworld that you wouldn't put in a cinematic.' Is that unreasonable?
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One of my favourite Hellish realms thus far was Oneiros in Undying. It combined the popular colour pallet of Hell with surreal physics and an extreme sense of vertigo. It feels silly to play through today, but in its time it was the most unnerving environment I'd encountered. Add to it unpredictably placed monsters with such abilities as being able to pull you invisibly towards their gaping jaws as time around them slows, and you have a nightmare, indeed.
Having seen Slow Time on the Wizard already, I'm starting to have high hopes for these sorts of dynamics.
I'd go further in saying that I'd prefer Hell be so far from uniform that one is never quite sure if they are in Hell or not. Realms of fire and brimstone, of course. Realms of emptiness and despair, sure. Other realms that play on the extremes of other common fears? I'd like to think so.
Perhaps Blizzard will run an internal survey on everyone's worst fears and places they'd least like to be. Although that may have the undesired consequence of creating a Hell that closely resembles Los Angeles.
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This colour, which is the one most frequently used, from Baldur's Gate to Hellgate: London, doesn't exist in the light spectrum. Whereas every other colour has its own position in the spectrum, we see this colour because we are presented with the otherwise brain-breaking situation of detecting wavelengths from both ends of the light spectrum at once. Generally speaking, our brain has two options for interpreting the input data:[alphalist=a]
Sum the input responses to produce a colour halfway between red and violet in the spectrum (which would in this case produce green – not a very representative colour of a red and violet mix)
Invent a new colour halfway between red and violet[/alphalist]This is the evidence that the brain takes option b – it has constructed a colour to bridge the gap between red and violet, because such a colour does not exist in the light spectrum -- since it isn't actually a wheel, but a finite line from low to high wavelengths.
What better colour for arcane magic than one that doesn't exist but is produced by our minds when presented with a visual paradox? I always grin.
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I was a stage actor for about a decade, and I never felt that I was the character I was playing. I'd frankly consider that psychotic. But I was immersed in that character: I enjoyed attempting to think in ways the character needed to think. It's not about becoming another person, it's about understanding another persona, about different perspectives. It's empathy. It's also a matter of searching yourself to consider what you would do in the same situation, and learning about yourself in the process.
Roleplaying is the same way, and it is something that applies -- to some degree -- to other game genres, as well.
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