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The original pitch for Diablo (1994) [pdf]

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Re: The original pitch for Diablo (1994) [pdf]

#82

Earlier quoted context omitted.

"Look I'm just a cow OK?" I believe that was from Hellfire, right? Was it the character that you could give a moose suit to?

yep :)

Well, I know what I'm doing once I get home tonight. I actually found my CDs for both D1 and Hellfire last weekend.

Re: The original pitch for Diablo (1994) [pdf]

#83

The initial pitch barely mentions the part of the game that makes it so ~~much fun~~addicting: You get to beat on pinatas until some loot pops out. Then collect the loot and/or convert it into in-game currency. Diablo was one of the earliest games to start exercising those little dopamine hits of microjoy when the monsters go pop, hoping for just one more bit of treasure/xp/whatever.

Actually people quickly got bored with item collection with wide availability of duped items and gold(with exception of some variant gameplay groups which played legit), the game actual attraction was its randomness(dungeon layout/content) and challenge to complete levels at higher difficulties. Items and gold were central to Diablo2, which is exactly the "pinata simulator" you describe. In general, Diablo could be completed with trash items or(with sorcerer, even nothing worn).

Re: The original pitch for Diablo (1994) [pdf]

#84
post #13

I'd really enjoy seeing a modern ARPG that is legitimately unsettling and dark in the way that Diablo was (and D2, to a slightly lesser extent). We've got D3, which has really fun gameplay but feels commercialized and looks like WoW, and we've got PoE, which has a lot of really brilliant ideas and has a darker theme but at no point is ever actually unsettling.

Sometimes I ask myself if the unsettling feeling I felt in Diablo was because I was too young and impressed by the horror. But I believe it's just that people can't make good games anymore.

Re: The original pitch for Diablo (1994) [pdf]

#85
post #13

I'd really enjoy seeing a modern ARPG that is legitimately unsettling and dark in the way that Diablo was (and D2, to a slightly lesser extent). We've got D3, which has really fun gameplay but feels commercialized and looks like WoW, and we've got PoE, which has a lot of really brilliant ideas and has a darker theme but at no point is ever actually unsettling.

Sometimes I ask myself if the unsettling feeling I felt in Diablo was because I was too young and impressed by the horror. But I believe it's just that people can't make good games anymore.

Ha, I had the same realization! And it’s quite a shame. Consoles are so powerful today. It seems like a huge letdown that you don’t have more games that are as scary as D2.

I remember as a kid being incredibly scared to go from the “open” terrain into the dungeons in Act 1 of D2... I knew it couldn’t be any good. And then facing the terrible Anadriel... GOD I miss that game!

Re: The original pitch for Diablo (1994) [pdf]

#86
post #60

Earlier quoted context omitted.

I just noticed Chrono Trigger is available for iOS. Haven’t bought it yet but I hope the port is a good one. I also enjoyed FF7 on my iPhone. Glad to see Square is rereleasing titles for mobile. I would kill for Nintendo to release a few old titles on iOS.

Warning: the iOS port (and also the PC version on Steam) of Chrono Trigger is widely regarded as terrible. Same with FFVI and FFV. Luckily the old 3DS port of Chrono Trigger is good. The only way I know to play FFVI now is with an SNES Classic: an overpriced raspberry pi.

> The only way I know to play FFVI now is with an SNES Classic

Or with literally any SNES emulator?

Re: The original pitch for Diablo (1994) [pdf]

#87
post #60
post #48

I miss this game moreso than probably any others in the series, maybe any game at all outside of perhaps Chrono Trigger. There were trainers and what not, but I remember after playing through it trying to create a "godmode" character proper (no trainer) by specifically hunting for tomes to increase spells. That was probably the thing that bummed me most about D2 and subsequently D3 in that leveling spells after you'd…

I just noticed Chrono Trigger is available for iOS. Haven’t bought it yet but I hope the port is a good one. I also enjoyed FF7 on my iPhone. Glad to see Square is rereleasing titles for mobile. I would kill for Nintendo to release a few old titles on iOS.

Install happy chick[1]. It has basically all the games for quite a number of old systems.

1: http://happychick.hk/

Re: The original pitch for Diablo (1994) [pdf]

#88

Earlier quoted context omitted.

Allow me to quote Diablo developer David Brevik describing when he finally yielded to demands and hacked together a "real time" version of his turn-based Diablo, by making turns elapse the rate of 20 turns a second. 'I remember taking the mouse, and I clicked on the mouse, and the warrior walked over and and smacked the skeleton down, and I was like "Oh my god! That was awesome!".' 'And the sun shone through the wind…

Mm, yep, thanks for that. Primary sources always better than secondary. I kinda take issue with saying "the ARPG was born at that moment", though. We had JRPGs for almost a decade before that included realtime combat.

ARPG is not the same as a realtime RPG...

Re: The original pitch for Diablo (1994) [pdf]

#89
post #28

Earlier quoted context omitted.

"Ah, fresh meat!" I still recall opening a door in the game (with hints of something odd about the tiles behind it) and hearing that come out of the speakers to this day.

I could of sworn that the audio for the Butcher's voice was levels higher than the rest of anything else in the game. Madly clicking in retreat as some fat, greasy demon sprinted after you is a staple to every young player.

Further, unless you did a full install, that audio clip had to load off of the CD. Which meant if your CD-ROM was slow to spin up, often you'd be dead on the floor as that audio clip played, after a brief freeze.

Re: The original pitch for Diablo (1994) [pdf]

#90
post #13

I'd really enjoy seeing a modern ARPG that is legitimately unsettling and dark in the way that Diablo was (and D2, to a slightly lesser extent). We've got D3, which has really fun gameplay but feels commercialized and looks like WoW, and we've got PoE, which has a lot of really brilliant ideas and has a darker theme but at no point is ever actually unsettling.

i think the dark souls series is where people get this aesthetic nowadays.
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