In his recent GDC presentation, Diablo 3 Game Director Josh Mosqueira reminded us of Jay Wilson’s foundational “Seven Design Pillars” for Diablo 3. We quoted the vote about that topic from 2013 (when JW left the D3 team) in our article about Josh’s GDC panel, and spent much of last week’s podcast reviewing those seven pillars.
In retrospect, the seven were good points for designing a Diablo game. The problem wasn’t that the Seven Pillars were bad objectives… the problem was that D3v didn’t execute them properly. But our vote on that was from early 2013, barely half a year after Diablo 3’s release. Now that we’re a year into Reaper of Souls, how well do you guys think the original seven design pillars are doing?
Please vote yes/no based on how the current version of Reaper of Souls supports (or not) these seven pillars.
We talked all seven of these over on last week’s podcast and the consensus was that most/all of them were pretty sturdy at this point in Reaper of Souls. Whether you guys voting will agree… remains to be seen.
Click through for a reminder of the results of that old 2013 vote, and a reminder of Josh’s Three Pillars for Reaper of Souls.
Results from the original vote in January 2013:
D3’s Design Pillars. Vote for as many as you think were done well.
1) Approachable (66%, 1,967 Votes) 2) Powerful Heroes (50%, 1,491 Votes) 6) Strong Setting (27%, 804 Votes) 7) Cooperative Multiplayer (23%, 677 Votes) 9) None of them (19%, 561 Votes) 5) Endlessly Replayable (12%, 351 Votes) 3) Highly Customizable (10%, 311 Votes) 10) Other factors were more important than these 7. (9%, 274 Votes) 4) Great Item Game (7%, 198 Votes) 8) All of them (2%, 57 Votes)
Total Voters: 2,966
That’s the 2013 vote, and it’ll be interesting to compare the new results to that one. As for Josh’s Three Pillars for RoS, here they are: 1) Focus on the Fantasy, 2) Endgame for Everyone, 3) Make Online Matter. Hard to argue against any of those as useful pillars, but they seem like Expansion pack pillars to me; non-specific and meant to be more inspiration than actionable.
That said, while I think #1 is well-done, I’d actually quibble about #2 and #3. I still want longer-form Endgame, along the lines of an endless dungeon, or viable bonuses for doing Story Mode, or completing every Bounty in a game. RoS is much better than any previous Diablo series end game, but it’s still all about repeating the same semi-random content in 10-15 minute blocks. As for #3, clans and leaderboards and seasons are great, but until there’s at least one kind of proper PvP, I can’t say that Online really Matters.Related to this article