Bashiok: Corpses and More


Diablo 3 CM Bashiok has returned to action today, and posted a couple of interesting items on the battle.net forums.

On corpses vanishing in the WWI gameplay movie:

The main reason for the corpses not being able to stay permanently is the potential number of them on screen at one time, and specifically that each corpse is affected by physics, allowing them to be blasted and thrown all over the place by the force of player abilities.

It’s one of the trade offs when integrating new technology, you can get really awesome effects, but they do have a cost. In a 2D world, a sprite of a dead creature doesn’t really cost any more (system requirement-wise) than a sprite of something that’s alive. Probably less. In a 3D world where a creature dies and then needs to have physics calculations thrown onto it so it can bounce and fall and fly around, they cost substantially more.

We remember fondly those situations where you’ve just completely obliterated a camp of Fallen, and as you’re picking up items – marvel in your destruction. That’s a feeling and part of the gameplay where if we can realistically keep some of it without sacrificing features or having insane system requirements we’d definitely like to, but no promises.

What does that mean for the corpse skills we so enjoyed in D2? (This was one of the questions we submitted for the upcoming Blizzard Podcast.)

We haven’t announced any abilities outside of those listed on the website, so by discussing what is or isn’t in the game I would be essentially making an announcement, which I’m not prepared to do.

Is Diablo 3 an MMO?

MMO’s are generally categorized as being able to support hundreds of thousands of simultaneous players in a persistent world.

While Battle.net can certainly support that many players at one time, the lack of a persistent world and restrictions on how many players can be within each “world” (game) would keep Diablo III from being categorized as an MMO.

Thanks for 10 years of great games:

Well, thank you. We all work here because we love games. Personally, “my game” before coming to work here was Diablo II. So being in a position that’s not only at the company producing the Diablo games, but to be so closely involved in the project is extremely exciting. I wouldn’t dream of taking credit for the history of the company, but I definitely share in your thanks.

One thing to remember while … well, being alive, is that there will always be someone ready to complain about anything, and while it isn’t your job to really deal with that and interpret the overall sentiment properly, it is my job.

For me, this kind of thing is old-hat. I’m more than capable of dealing with it, and more than capable of reading what needs to be read, delete what needs deleting, and (more often than not) laughing at what needs to be laughed at. I realize for many here it may be a new experience. The gaming public now has focus on Diablo again, and with it comes the modern-age of trolling and jackassery.

These types of reactions have become commonplace, and beyond that easily and widely spread, mimicked, and perpetuated. It’s become commonplace for feelings of question or doubt to turn immediately to ire and disdain. Perhaps it’s the nature of anonymity on the internet, perhaps it’s a nationally bred sense of entitlement, or perhaps it fills some sort of primal urge that many lack fulfillment of in their day-to-day lives.

Whatever the case, it’s a game, it’s a forum, and it’s best not to get too wrapped up in it all.
We’re going to keep working on making games.

All things in moderation, and all things in perspective.

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