One thing that I'd always wished Diablo 2 had implemented end game was some sort of rebuilding process from the ashes that the brothers had left in their wake.
I always found it frustrating when after clearing the Monastery in Act 1, all the Rogues would talk about moving back in and rebuilding their order but never actually did! There could of been loads of endgame content to fiddle away with just in that one part of the game! Bounty hunting out remaining demons running around the monastery, gathering lost supplies from the dungeons, just getting the Rogues all settled in and prospering again. The other acts could have had similar processes as well. Act 4 could have had a full fledged invasion of hell!
Now obviously, this would affect the other side of Diablo 2 where we all love to magic find and level up after we've finished the game. If the monastery was cleared, Kurast rebuilt, and Mount Arreat teaming with travellers again (avoiding the Worldstone shards in the process!) then there would be no monsters to kill (or at least hardly any) and things might get too tame.
But there are ways to work around this. Blizzard could implement a system where the player can choose to go back and forth to the old world where everything's gone to hell and the new one where everything's in the process of re-building. Obviously, this affects immersion a bit but I think that's a worthy sacrifice for some end-game fun.
Patches could update the end-game content with new quests and areas so there's always be something new to do. Or even better, the modding community could add some of their own content and save Blizzard the trouble. Morrowind (and I suppose Oblivion too, though I'm biased against the game) has gained lots of shelf life from its modders, why can't Diablo 3 too?
If Diablo 3 would implement something like this, I'd be a very satisfied customer.
- Musica
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Jun 28, 2010This was a wonderful post, which I did for the record read all the way through.Posted in: News
The tomes were great storytelling methods, they had such an eerie feeling to them. A bit surreal too once you got down to the caves. One wonders what these books were doing down there complete with pedestal and surrounded by demons. Odd place to put a book.
I liked your pointing out that a demon was likely responsible for writing the handful that weren't written by Lazarus. I never really thought of it that way. Don't know who I thought wrote them now that I think about it, I guess I just never thought about it. -
Apr 21, 2010Musica posted a message on Balancing IssuesThis all sounds good to me. I'm really hoping for lots of opportunities to create more diverse and interesting (maybe even quirkier) builds. Cookie-cutter builds are probably inevitable but Blizzard does seem to be opening the field for more creative but still effective builds to be used.Posted in: News
The skill tree system does have its charm for me but I'm quite excited about the new system. -
Apr 2, 2010Musica posted a message on April FooledI agree, it wasn't as funny and convincing as other years' April Fool's jokes but this line's definitely a keeper: "You've got quite a treasure there in that GPS navigation system."Posted in: News
What a sale opener! -
Mar 12, 2010Musica posted a message on The Past, the Present, and the FutureI think it makes sense now. It is still a dialogue system though right? I mean, the character now talks as well rather than the old games where the NPC had monolgoues and you never heard the character talk. Blizzard hasn't changed that too, have they?Posted in: News
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Mar 12, 2010Musica posted a message on The Past, the Present, and the FutureNice summary, I wasn't aware of the change to the dialogue cut-scenes. I don't really understand it, does this mean that dialogues don't exist anymore? Will the character still be able to ask the NPCs for gossip and quest information? I'm a bit confused. How are things different from the Diablo 2 system in terms of NPC communication?Posted in: News
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Mar 4, 2010Musica posted a message on 1.13's Final DaysThis is great news. I'm excited to see what will be included in this version of the patch. Blizzard's really trying to make up for that mess that was the original 1.13 patch. I'm glad they intend to maintain their periodic work on Diablo 2.Posted in: News
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Jan 30, 2010Musica posted a message on Diablo III Screenshot UpdatesThanks for the heads-up. Those vipers look great, especially the ones in the second picture. I love what looks like a Diablo 1 influence in them. That's always a good thing in my books.Posted in: News
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Dec 17, 2009Musica posted a message on Day, night, and variation!It seems forum goers are fairly divided on this issue. Thank god no one's flaming each other though. I'm glad we can all talk about this maturely.Posted in: News
Anyways, I really do believe a day/night cycle can offer greater realism and even some replay value. I don't think Diablo 3 should have its outside areas stuck in the same atmosphere each time you go through them. In fact, it could have been very fun if Blizzard played around with the atmosphere of each area using the weather and day/night changes. That way, an area would always seem relatively fresh.
It would also be very cool if in a system like this one, different sounds could be used for each time of day and weather type (ex. crickets during night, junebugs during day, the possibilities are endless) so that the creation of an atmosphere is not only visual. You could even manipulate the music by doing things like quieting or slowing it down during night time.
I don't know, I can't help but feel that this is a missed opportunity and that it in fact limits atmospheric possibilities in the game. I think mono-atmospheres should be restricted to dungeons and such where there of course is no weather and hardly any or no day/night cycle. I think you get more variety, immersion, and replay value with a system like the one I'm suggesting. -
Dec 16, 2009Musica posted a message on Day, night, and variation!I really hope the lack of a day/night cycle works because from what I know so far, it doesn't seem all that great. I'm afraid it will make the world seem too static and contrived. Airandus' point about only five days having passed by act 4 is also a legitimate fear. I don't want to zip over to an area and always see it in perpetual night. That may work for other games like the Myst series but I don't feel it works for Diablo.Posted in: News
You could cite Diablo 1 as an example of using the same, constant weather, but that game was small and not as expansive as Diablo 3 is going to be. Plus I never really got the impression that a day really ever passed in Diablo. I believe lore-wise, this is a false assumption but when you play the game, it feels like the descent through the labyrinth is simply part of a very long night. I guess I was expecting a living world from Blizzard for this one.
And I don't find the Diablo 2 areas ever looked the same except maybe at the beginning of Act 3. But of course, that was the point. Each act may have used the same tile sets but I could always tell whether I was for example, in the Dark Wood or the Stony Field. The areas were clearly differentiated by the terrain used in them (more trees in Dark Wood, many more rocks in Stony Field) and I thought this device was effective enough. It certainly never bored me.
Diablo willing, my fears will be for nought. -
Dec 10, 2009Musica posted a message on The Wait is Over -- PTR Patch 1.13Well it's here finally. My ears are ringing with Handel right now. It's great that Blizzard is still improving such an old game when most companies wouldn't be bothered.Posted in: News
None of the changes however get me really excited, as expected there aren't any new quests or content additions. Ah well, I'm grateful for its existence at the very least but it doesn't exactly want me to jump off my chair and search furiously for my CDs.. -
Nov 30, 2009Musica posted a message on DiabloFans Exclusive: Jay WilsonWhoops, so sorry my friend, it was someone else. I guess I'm just so used to you now! I was afraid you'd gone bipolar there for a sec!Posted in: News
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Nov 30, 2009Musica posted a message on DiabloFans Exclusive: Jay WilsonPosted in: NewsA monologue is the best way of telling a story. Marius told us his story in D2 with a kickass monologue
Alright. Then why did you denounce monologues as embarassing storytelling in your previous post? -
Nov 30, 2009Musica posted a message on DiabloFans Exclusive: Jay WilsonPosted in: NewsYou may say that, but in the industry, it is common knowledge that if you have to use a monologue (in film, tv, vg, books), you have failed. If you can tell a story and involve other characters, it becomes much more interesting to the everyone. Why do you think most monologues in movies are actually voice overs? Because a single actor can't hold everyone's attention the way multiple actors can.
Just imagine hearing one voice for an entire game, with a 5 minute monologue for every single quest, and you can't skip it. You would go insane! Now throw several different voices and personalities in there, and it is now not only bearable, but enjoyable and interesting.
And what does RPG stand for? Role Playing Game. You are playing the role of a character. If you want to play the role of someone you can completely create on your own, write a book.
Whew, I'm a little bit late on my reply for this one. I haven't been keeping track of this thread much.
Firstly, I did put up with monologues for an entire game back in the first two Diablos and I have to say I thought they were very effective story telling devices. I loved them in Morrowind too. Monologues I find are able to get more lore into the game efficiently which dialogues simply can't do as well. You'll always have those superfluous answers from one of the speakers (ex. "Indeed." "I didn't know that." "I feel fine, how are you?") I do acknowledge however that not everyone will share my sentiments and that dialogue has its advantages as well. Looking at Warcraft and Starcraft however, I don't find dialogue has ever been Blizzard's strong point. The way the write it has always sounded a bit stilted to me which is more evident in Warcraft than in Starcraft.
And yes, I know that I'm playing the role of a character who has some pre-existing traits. I just don't like having the character's entire personality handed over to me. I think RPGs are more engaging when they leave more to the player while maintaining a skeleton personality for the character.
And keep in mind that monologues are not devoid of artistic integrity and interest. Shakespeare soliliquies come to mind. I don't think there should be any shame in using a monologue system. -
Nov 24, 2009Musica posted a message on DiabloFans Exclusive: Jay WilsonFantastic interview, Sixen. It's so nice to hear something new around here.Posted in: News
I really dislike the dialogue system though. I simply don't like the idea of the player getting too much personality in-game. Maybe I'm just too much of an RPG kind of guy but I like to create the image of my character mostly in my imagination and not have it handed to me. I feel monologues are also just better storytelling in general. The tone is very different from a dialogue.
I was hoping a rare item would have a chance to be better than any legendary item if a person was lucky enough to find such a rare. I think it's strange that Blizzard wants to make rares only the best for certain weapon or armour types. Why limit it's potential so much?
Thank the lord they're going to be keeping immunities to only one per monster and that the new skill system will allow us to easily work around immunities.
Once again, this was a great read! - To post a comment, please login or register a new account.
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I greatly prefer monologues to dialogues as well, I think it's just a better way to get lore across and develop character. To make dialogue sound natural, Blizzard will undoubtedly have to simplify what the NPCs say and therefore, we'll hear less information. I think this is a real shame.
I really hope Diablo 3 won't lose the remainder of the series's atmospheric strengths that we experienced in the first two games (albeit in different manners) because of this and other factors. I hope Blizzard can make all their changes work while still maintaining everything that made the first two installments special.
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I don't really have any quibbles that are jumping out at me right now but I do want to say that I've been worried about Adria's return for quite some time now. I hope they don't remove any of the wonderful mystery about her that was so present in Diablo. She is one of a handful of characters who I don't think should be developed much. Most of her charm came from the fact that she was so enigmatic.
I mean, who was this woman? She seemed to know so much about the inner workings of demon life and arcane history, she didn't seem entirely of this earth. No one had ever been inside her shack in Tristram and who knows what they would have found in there if they had been? There was always I think the suspicion in our heads that she was more than just a regular, run-of-the-mill witch.
As compelling as the question is, I don't really want it answered. I don't want her to be revealed as some secret agent of Heaven or a demon gone good. That for me would spoil her well set-up character. Shakespeare never explained what sort of beings his witches in Macbeth were and I think that Adria should be treated the same way. It's very tempting to expand her story but I think Blizzard should refrain from doing so and keep her aloof.
Anyways, there's my rant on Adria, I don't mean to try to steer the thread in a different direction. All the other info sounds good to me. Looking forward to artisans and all that. I'm confident Blizzard will strike the right balance in boss fights and make them interesting while keeping the "fight" aspect prominent in them. Great post.
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10. Agreed.
9. I don't totally dislike these. Obviously they become useless and just extra garbage floating around past normal put they do make for a novel way of playing in Normal. They were a nice little diversion from the more usual way of playing.
8. Well you couldn't expect to have an unlimited number of town portals could you? As others have mentioned though, these are gone so it doesn't really matter anyway.
7. I don't mind these "fetch" quests in other games but I agree with you here, there was something tedious about them in Diablo 2.
6. I liked the Great Marsh. It was essentially just a dungeon above ground that sometimes came between you and the Flayer Jungle. Sometimes it would loop around the Flayer Jungle so when you thought you'd cleared it you'd be right back in it. The satisfaction of finally making it out into Kurast was worth the price of admisson I think.
5. Haha, I disagree. But this is clearly a joke so I won't elaborate.
4. Tough luck I'd say. Not a big fan of the everyone gets their own drops system (I liked the rush of racing to get an item before anyone else) but it's there now so this point need not be worried about anymore.
3. What's wrong with having a dangerous enemy? I wish there had been more enemies as stressful as these guys.
2. I liked these. Just as in Diablo 2, when used in moderation, these shake gameplay up a bit for the better.
1. Agreed.
I totally agree with Calyx's number 6, Kashya was pure aggravation.
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I always found it frustrating when after clearing the Monastery in Act 1, all the Rogues would talk about moving back in and rebuilding their order but never actually did! There could of been loads of endgame content to fiddle away with just in that one part of the game! Bounty hunting out remaining demons running around the monastery, gathering lost supplies from the dungeons, just getting the Rogues all settled in and prospering again. The other acts could have had similar processes as well. Act 4 could have had a full fledged invasion of hell!
Now obviously, this would affect the other side of Diablo 2 where we all love to magic find and level up after we've finished the game. If the monastery was cleared, Kurast rebuilt, and Mount Arreat teaming with travellers again (avoiding the Worldstone shards in the process!) then there would be no monsters to kill (or at least hardly any) and things might get too tame.
But there are ways to work around this. Blizzard could implement a system where the player can choose to go back and forth to the old world where everything's gone to hell and the new one where everything's in the process of re-building. Obviously, this affects immersion a bit but I think that's a worthy sacrifice for some end-game fun.
Patches could update the end-game content with new quests and areas so there's always be something new to do. Or even better, the modding community could add some of their own content and save Blizzard the trouble. Morrowind (and I suppose Oblivion too, though I'm biased against the game) has gained lots of shelf life from its modders, why can't Diablo 3 too?
If Diablo 3 would implement something like this, I'd be a very satisfied customer.
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The tomes were great storytelling methods, they had such an eerie feeling to them. A bit surreal too once you got down to the caves. One wonders what these books were doing down there complete with pedestal and surrounded by demons. Odd place to put a book.
I liked your pointing out that a demon was likely responsible for writing the handful that weren't written by Lazarus. I never really thought of it that way. Don't know who I thought wrote them now that I think about it, I guess I just never thought about it.
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The skill tree system does have its charm for me but I'm quite excited about the new system.
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What a sale opener!
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