Earlier quoted context omitted.
Couldn't disagree more. Played all of them, and the story in D4 is fantastic, not to mention the amazing cinematics. Well worth the asking price.
You get through the story in a few days maybe a week or so, then you have the rest of the end game. Compare it to Path of Exile and the difference is night and day
Diablo Pitch Document (1994) [pdf]
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Re: Diablo Pitch Document (1994) [pdf]
#42How things have deviated since Diablo 2, I’m so saddened by the lack of creativity in D4 compared to path of exile
Couldn't disagree more. Played all of them, and the story in D4 is fantastic, not to mention the amazing cinematics. Well worth the asking price.
Re: Diablo Pitch Document (1994) [pdf]
#43Re: Diablo Pitch Document (1994) [pdf]
#44Earlier quoted context omitted.
You get through the story in a few days maybe a week or so, then you have the rest of the end game. Compare it to Path of Exile and the difference is night and day
What about compared to PoE in the first week it came out? D4 will get better as they iterate on it based on gameplay and feedback just like they did with D3 and D2.
D3 and D4 are games made for people in their 30s who grew up playing D1 and D2 and now only have a couple of hours a day to play, and that's fine
Re: Diablo Pitch Document (1994) [pdf]
#45It was a different time: “Condor plans to spend one year in the development of Diablo. Personnel will consist of: one designer, one chief programmer, 2 junior programmer, 2 art director/artists, 1 illustrator/sculptor, 3 pixel artists, and 1 sound FX person” So, 11 people for a year for Diablo. Meanwhile Diablo 4 took 300+ people 6+ years. So over 150x the cost, not accounting for the fact that game developers are pa…
Diablo was more fun.
Diablo 2 is pretty great. My only complaints about it surround harder difficulties. Those of us with accessibility issues (like me with a gimped hand) found hell to be super challenging.
Diablo 3 sucked when it launched, however, right now, it is absolutely amazing. Blizzard has absolute gold with the tiered difficulty/rift/season design. Unsure why they didn't improve upon it...
Diablo 4 has potential, but many of the great systems developed in 1-3 are gone.
What made previous diablo games great:
A fixed level/difficulty system
Randomly generated levels
A way to measure yourself against both yourself and others. Potential for multiple unique build paths for every class. An awesome loot/gear system that eventually makes you feel overpowered until you aren't.
Diablo 4 has none of those.
Diablo 1-3 have some combination of those.
Re: Diablo Pitch Document (1994) [pdf]
#46Now Diablo is one of the biggest franchises in gaming, and its early pitch document looks quaint compared to what it’s become.
Also neat to see what made it in, what didn’t, and when things that seem essential to Diablo were being discussed that early.
Re: Diablo Pitch Document (1994) [pdf]
#47Diablo 1 for Web Browsers(https://github.com/d07RiV/diabloweb) 449 points|nsoonhui|10 months ago|109 comments
Re: Diablo Pitch Document (1994) [pdf]
#48Earlier quoted context omitted.
A trivial aside, and for which I apologise in advance - not least because it may have been merely a typo - but the correct phrase is "averse [to Google]", not adverse. "Averse to Google" == "disinclined to Google"; "Adverse to Google" == "has negative effects upon Google". I am assuming you meant the former. https://grammarist.com/usage/adverse-averse/ https://www.dictionary.com/e/adverse-vs-averse/
It was an honest typo, but it did make me think that at some point with the heat of the idea of the "Metaverse" in some circles, that Google could roll out a competing "Adverse". Note: typo corrected.
Re: Diablo Pitch Document (1994) [pdf]
#49Earlier quoted context omitted.
Well, it's a 12-month development schedule. This pitch was dated 1994. Diablo was released in 1997... doesn't seem too bad.
I wrote the isometric engine for this game in about 1996: https://en.wikipedia.org/wiki/Abomination:_The_Nemesis_Proje... It was planned to be a totally 2D game in the vein of Diablo, but as this brief lays out, the amount of 2D assets required for all the rotations of the characters gets out of hand extremely quickly. After we started development we figured this out and decided to switch the characters to 3D and kee…
Re: Diablo Pitch Document (1994) [pdf]
#50My favourite story of Diablo's development (as relayed by David Brevik in the Diablo Postmortem - see below) is the part where Diablo was made real-time. He passionately championed that it should be more like Rogue or Moria purely turn-based and permadeath. That was until he implemented real-time movement in an afternoon and attacked a skeleton. This was a directive from Blizzard, and it effectively created the ARPG…
I keep trying examples because it's such a strange (and popular) hole in my tastes.
Games I've tried:
- Diablo
- Diablo II
- Nox
- Dungeon Siege
- Divinity
- A few others I'm probably forgetting.