![]() ![]() ![]() It's very important to us whether it's your fourth or fifth Diablo game, or if it's your first. ![]() Early on, if you want to play a Sorcerer, do you want to be a fire Sorcerer or a cold Sorcerer, and then you can make a number of other choices to support that as you progress through your time. By the time that they have reached a point where they can make more complicated decisions, they should have the context to understand why they would choose one thing over the other. The skill tree is meant to unveil the depth of class creation in a slow and meaningfully paced way so that we don't overload a new player with too much information early on. A lot of the fun and exciting experiences in Diablo come down to the way you can customise your character and how you choose to pursue a character build, and we do that primarily through the skill tree. Piepiora: One of the things we tried to do early on was ensure that we have really clear player fantasies when players are looking at the variety of classes, and then even if you have never played a Diablo game before, our prologue experience is designed to teach you the basics of the game in a way that is clear and easy to understand. Gamereactor: How have you designed Diablo IV to be approachable to new players in the series? As part of a trip to London, we caught up with associate game director Joseph Piepiora and art director John Mueller to discuss developing Diablo IV, cooperative play, post-launch support, and if the team is actually ready for a smooth launch. With Diablo IV almost here and plenty of betas and stress tests behind us, we recently had the chance to catch up with two key members of the Blizzard Entertainment team, to chat about the anticipated RPG. ![]()
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