My 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 have no clue why, but the Diablo style dungeon-crawler ARPGs are literally the only subgenre of game that I have not found a single game from which I like. 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.
Diablo Pitch Document (1994) [pdf]
51–60 of 184 posts
Re: Diablo Pitch Document (1994) [pdf]
#52Earlier 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]
#53My 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 have no clue why, but the Diablo style dungeon-crawler ARPGs are literally the only subgenre of game that I have not found a single game from which I like. 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.
Re: Diablo Pitch Document (1994) [pdf]
#54My 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…
[1] https://en.wikipedia.org/wiki/Action_role-playing_game#Histo...
Re: Diablo Pitch Document (1994) [pdf]
#55Earlier quoted context omitted.
I have no clue why, but the Diablo style dungeon-crawler ARPGs are literally the only subgenre of game that I have not found a single game from which I like. 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.
Not a player of it myself, but Path of Exile was pretty popular with my Diablo liking friends during the in between years of Diablo releases.
Reason I say this is because if the parent comment is looking for something to try, it is important to keep in mind that PoE is really difficult for beginners to get into and play casually.
Re: Diablo Pitch Document (1994) [pdf]
#56Earlier quoted context omitted.
The results are also vastly different as the expectations, the number of platforms to support, the quality of the cut-scenes, ... and the revenue. But there are still indie games developed with such small teams. So, that is still a viable possibility.
And there's a massive trickle-down in terms of what very small teams are able to accomplish now by leveraging modern tools, engines, and art pipelines. It astonishes me to this day that Hollow Knight was basically developed by three people, including all the writing, art, design, and programming— there's definitely more content in that game than what passed for triple-A in the PSX era, maybe even PS2.
So no, Hollow Knight wasn't developed by three people "including all the programming". It uses Unity. Unity is worth billions and employs thousands of people, many of them certainly programmers.
I agree though that very few people are needed nowadays for the art. With generative AI, even less. (But that's also sort of an [open source] giant to stand on the shoulders of with countless contributing artists.)
Re: Diablo Pitch Document (1994) [pdf]
#57Re: Diablo Pitch Document (1994) [pdf]
#58[removed]
It must have been easier to write then his/her game all the time - and also more pleasant to read.
I think it makes/made perfect sense.
Re: Diablo Pitch Document (1994) [pdf]
#59Aside: Diablo 4 is an incredible couch co-op game, the best made in ages. My wife and I are having a blast with it.
Re: Diablo Pitch Document (1994) [pdf]
#60My 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…