The first D3 team interview from the GC is up on IGN and it’s a good read. They spoke to D3 Lead Jay Wilson, and after getting the obligatory art direction question out of the way, they dug into some interesting game functions: inventory, skill use, monster design, health sytems, and more. A quote:

    “A lot of people, I think, would say that’s a hallmark of the Diablo series, the potion system. We looked at it and said, ‘No, that just makes the game worse,’” said Wilson. “It doesn’t make it play like a better action game, it just kind of gives the player infinite health. It’s actually a fairly poor recovery mechanic because it forces the designers to design monsters that have to deal with a player that has infinite health. The only thing you can do is have monsters that can overcome that health and essentially one-shot you. That’s not a very interesting monster. It’s actually a horrible monster. But that’s the only option. The design shoehorned the designers into that kind of monster design. So we focused on a health system that actually forces the player to think tactically to recover health from monsters and to put them in some situations where they are low on health but have to walk into an enemy encounter anyway. That makes for a much more challenging encounter but it also makes for a situation where we can design the monsters to be a lot more interesting. We actually can lower damage on monsters. We want monsters to do less damage because we want them to wear you down over time and do things that are challenging in different ways.”

    Point by point discussion of this article is ongoing in the D3 community forum.

    Remember that you can read all Diablo Interviews, Previews and Panels from the Diablo 3 DiabloWikiMedia Coverage.

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