Fanmade Papercraft Diablo III Barbarian

Recently a fan artist named Delay created a papercraft model of the Barbarian. This piece stands 40 CM tall and was painstakingly pieced together.

Check out his blog. It’s in spanish and here is a translation for it. Here’s also another post on how he made this model. It shows how much work he did with it.

I could only imagine how much time was done with this piece. I know I couldn’t do it; I wouldn’t have enough patience.

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1 thought on “Fanmade Papercraft Diablo III Barbarian

  1. Some of Flux’s examples of D3 simplification are questionable. I find myself with an abundance of free time this morning, so let me go through them.

    No weapon switch hotkey.

    This is the best example, and I’ll grant that over-complexity was Blizzard’s main justification for removing it, but keep in mind that weapon switching has a lot of balance implications. Just because it utilizes an extra key doesn’t mean it automatically makes gameplay more complex. In fact, the ability to switch to a ranged weapon with a single button press as a melee character could be viewed as a simplification of sorts since it makes gameplay easier and more homogeneous across classes and builds.

    Fewer skill keys.

    In D2 it was two at a time, with the ability to cycle through additional skills with the function keys. For most builds you spent the majority of your time with only 2 skill keys present, and at most you cycled between 3 or 4 in addition to buff skills. In D3 it’ll be your left and right mouse buttons, 4 skills on your bar that are always available and can be mapped to any key you want, and X to switch between two skills on your right mouse button. This is just another way to achieve the same level of complexity (or more), not a simplification.

    Simplified interface.

    The removal of stamina and a potion bar can’t really be viewed as interface simplifications as they’re gameplay changes. Other than them I don’t see how the interface has changed really.

    No follower AI controls and only one follower at a time.

    Not a deviation from D2 in either respect, then. Robust follower AI controls would be interesting, but managing something other than your own character isn’t really what the game is meant to be about. There will be more follower customization than was present in D2, however. As for multiple followers, that would’nt be an increase in complexity at all. It would just make the game easier and less interactive. (Followers in general are just there to make the game easier for solo players.)

    Auto-assigned attributes.

    The change from attributes to traits is an increase in complexity, really. And skill runes also occupy a similar design space, and are another level of complexity that D2 didn’t have.

    Normal difficulty balanced to be very easy.

    No different from D2. The big question is what will nightmare and hell be like.

    Four player max per game.

    Your second best example, but it’s another one where gameplay considerations muddy things up. It’s a restriction on player choice, certainly, but is the inability to roll over the entire game with a giant group of people really a simplification? There isn’t always a clear delineation between giving players more choice (widely considered a good thing) and allowing them to trivialize content (very much a bad thing).

    No skill synergies.

    Skill synergies were added very late in D2’s lifespan as an artificial incentive to put points into bad skills. Assuming D3 won’t be as bloated with lame skills, skill synergies would be redundant.

    Looking at what’s being added against what’s being taken away, I think you have to have to conclude that D3 represents an increase in complexity over D2, what with skill runes, traits, the addition of health orbs, and a more complex crafting system.

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