Earlier quoted context omitted.
A game without actually fighting Diablo, that looks like an endless zone grind, based on what I saw on multiple Twitch streams. No thanks.
It's literally an endless grind because enemies scale with you as you level up, so all mobs feel the same and there's no sense of progression.
Diablo Pitch Document (1994) [pdf]
81–90 of 184 posts
Re: Diablo Pitch Document (1994) [pdf]
#82As a software engineer, I wonder how accurate they stuck to their said schedule at the last page.
The schedule looks very waterfall to me. I wonder if games are developed more iteratively/agile these days.
It's more like lean product development of a car or other product: you have design targets and may do concurrent engineering / spikes to explore the design space iteratively, but eventually you converge on what will be achievable (or you get stuck in game development hell), which point its a matter of bug fix triage and endless tweaks from game testing feedback. It's iterative but not what one would call "agile"
Re: Diablo Pitch Document (1994) [pdf]
#83Earlier 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.
Let’s see what happens I suppose
Re: Diablo Pitch Document (1994) [pdf]
#84Earlier quoted context omitted.
A game without actually fighting Diablo, that looks like an endless zone grind, based on what I saw on multiple Twitch streams. No thanks.
It's literally an endless grind because enemies scale with you as you level up, so all mobs feel the same and there's no sense of progression.
With the current system, you actually end up getting weaker as you level up
Re: Diablo Pitch Document (1994) [pdf]
#852018, 89 comments: https://news.ycombinator.com/item?id=16685795
2016, 112 comments: https://news.ycombinator.com/item?id=11322912
Re: Diablo Pitch Document (1994) [pdf]
#86Earlier 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.
Same here, after a bit of thought I think it is because I bounce hard off the control scheme. the controls are for a rts, which would be fine if I was controlling a bunch of units but I am not. I am controlling only one unit. I keep concentrating on how much the controls suck and how much fun it would be as a run and gun(or twin stick shooter if you prefer that terminology).
Re: Diablo Pitch Document (1994) [pdf]
#87Earlier quoted context omitted.
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.
It's easy to say "oh this modern indie game was made by only X people!" forgetting that the [open source] stack it was developed on has hundreds if not thousands of contributors. 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 neede…
Almost no software is written in a vacuum, but it doesn't really make sense to always include all preexisting dependencies in work estimates.
Re: Diablo Pitch Document (1994) [pdf]
#88Re: Diablo Pitch Document (1994) [pdf]
#89It 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…
Re: Diablo Pitch Document (1994) [pdf]
#90My 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…
Nitpick: ARPG games are much older than Diablo[1], though Diablo might be considered pioneering a special type of ARPG. [1] https://en.wikipedia.org/wiki/Action_role-playing_game#Histo...
A similar comparison is saying that Apple didn't invent touchscreen phones - sure, but the iPhone had such an overwhelming impact that it shook up the entire industry. Relevant phone comparison image: https://www.cultofmac.com/145083/what-phones-looked-like-bef...