Julian Love Interviewed #2

Another interview from the Blizzard fansite media day 3 weeks ago has appeared, this time on Diablo Source. They’ve got 15 questions with Lead Technical Artist Julian Love, and while there’s not much new info, at least Julian doesn’t throw up the “I can’t talk about that yet.” as often as he has in the past.  Here’s a couple of good ones—click the link to read the whole thing:

DS: But is there going to be any graphical representation of what type of gear you are wearing, like if you have a set that has plus to damage and the exact same set, but plus to magic find, are they going to look the same, or are you going to be tweaking them a little bit? For example, in Diablo 2 if you put nothing but perfect skulls in an item it would looked a little bit black compared to something that had perfect diamonds.

Julian Love: We’re going to have a lot of gear and we’re going to have a lot of systems that change the look of that gear. Whether or not there will specifically be something that shows differences for a magic find based set versus plus damage, it’s a little early to say. You’re probably not going to be in a position in making a choice between being high damage and being high magic find. It really won’t be a gameplay decision in terms of – like in terms of something we want to highlight so you can tell one player from another in that sense.

DS: Expansions and download-able content, are you guys – I know it’s really really early in the development cycle to talk much about this, but can you talk a little bit about the plans for the higher level content and how you’re going to keep players coming back? I think Jay hinted during Blizzcon that there might be updated quests to keep higher level content exciting to keep people coming back and playing again.

Julian Love: It’s not so much actually high level versus low level. I think we have a plan that facilitates high level content. What I think you’re really getting at there is replayability, and what that gets down to is the way we’re exercising randomness within the game. We’ve put a lot of focus towards what kinds of randomness are really beneficial in supporting replayability and what things are just, heh, not all that important or not all that awesome. One of the things that we have in the system that we have is something that we call – well, we have a really technical name for it – sub scenes

What it comes down to is we can sort of like create a hole in the world that’s like a socket that we can fill with just about anything that we want. It could be empty ground with a bunch of monsters on it, it could be a giant canyon that a really elaborate scripted event happens, it could turn into a caravan walking across the desert that you have an escort quest on. The point being is that this hole in the earth can randomly, at any time become something totally different. It could even be a doorway to a whole new dungeon that you’ve never seen before. So, the fact that the world is able to change things up and actually deliver different events, stories and quests is what’s really going to make the game a lot more replayable at the both the low and high ends.

Tagged As: | Categories: Blizzard People, Interviews, Media Coverage


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