What better way to follow up that excellent Wyatt Cheng interview with GamePlanet NZ than with an Alex Mayberry Interview with the same media outlet? This interview isn’t as good as the other one, but it’s not bad. In it Diablo III’s Senior Producer talks about the pace of action, his favorite character and game design feature, and more. GamePlanet NZ didn’t type out a transcript and I’m not going to either, but here are some of the points I found interesting:
- The pace and difficulty of the action increases greatly later in the game. Beta and Act One content is not at all representative of the whole game.
- Getting the right balance of randomness has been one of the biggest challenges of development. It took a lot of work to get the right amount of randomization to everything, especially to world elements, while still making sure all the content felt like part of the same gaming experience.
- Alex mentions their recent company wide full-game beta test, and the useful feedback they got from that, largely from employees who had not previously played much/any Diablo III. He says that’s not a step they take until they’re very close to finished with a product, and that the biggest change they made from that feedback was to do more of their “tell the story during the gameplay” tactic. They do not want the player to have to stop to talk or listen to NPCs or quest stuff; they much prefer for the dialogue or story info to be related during the action.
- He says that his favorite character is now the Wizard. He loves how she’s such a glass cannon, with such a wide variety of spells. He loves it when there are just enemies of all types coming from all directions, and the well-played Wizard can decimate them all with a frantic burst of action, leaving corpses and loot strews around everywhere. I can’t argue with that!
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