Class Starting Areas: Speculation

Risingred

Diabloii.Net Member
Class Starting Areas: Speculation

I can't link it without getting my thread closed apparently, but in the last blizzcon game design panel with Jay Wilson, he stated that players start off at level five (or six) in the Blizzcon demo. He also stated that the difficulty would be about the same since that's the same level they would be at "by the time they got to that content". So, the journey to Tristram is not the starting area after all, which I had kind of assumed.

Now, there's also a heavy focus on lore and motivation, and from what we've seen so far, blizzard appears to take the stance of "narrative through personification" where the setting itself tells a story, and they depend on specific NPCs to represent whole groups of people. So if we want to focus on the motivation of our PCs, then what better way to do that then give each class their own unique starting area? For instance, when you select a Wizard, perhaps you actually start off in some remote building in Caldeum (built kind of like an interior dungeon in layout) and you have to escape for whatever lore reasons, and you find out what happened in Tristram with the fiery attack from the sky (which seems to be the focusing point for the beginning of the plot), which then propels your PC into the world after this convenient little lore-setup and tutorial section.
This interstitial area could serve a multitude of purposes, as stated above, and I think it would be a very logical addition from a game design point of view.
What do you think? Totally off-base? Any ideas for starting areas for characters? I think it would be pretty neat, at least.
 

5zigen

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I wouldn't be surprised in the least if blizzard did something like this.

It sort of makes more sense to have low level characters start together. For example, low level witch doctors would presumably start somewhere in a jungle or something. I.E. where they come from. It gives the character much more background then throwing them all into the same place to start out.

Blizzard did something similar in WoW where starting area was divided by race, and it worked well as a storytelling tool and I think they know that, so I would expect them to do something similar in d3.
 

mouseman

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I like your idea.

It could also work as a tutorial for new players. You have to play a couple of levels alone until you can group up with your friends. But that is the same reason why I don't think they'll do it - they don't want to restrict people starting the game together.

If only you could somehow make the ends meet so you could have different starting points but still be able to play with your friends from the beginning.

I think some MMORPGS do this though, like conan and lotro?
 

Putz

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I disagree with this idea. It works well for WoW where there are races and then the classes of the race. You make your own path, quest acceptance.

Obviously in D2 you didn't have to do all the quest, but you did them for Xp and the story. I quite enjoy how the Diablo series has always been the same starting area for all. Makes getting in to group games much simpler.
 

SlechtWeerBeer

Diabloii.Net Member
Re: Class Starting Areas: Speculation

"Hey, want to start a character together?" "Sure, see you in 10 min at Trist."

No thanks.
 

Risingred

Diabloii.Net Member
Re: Class Starting Areas: Speculation

"Hey, want to start a character together?" "Sure, see you in 10 min at Trist."

No thanks.
It's speculation, not a suggestion. I did not state whether or not I agreed that it was a good decision, just that it is a possible decision.

You may not like it. Others will. The reason for this is that there's people who only play single-player, there's people who actually care about the lore and the story (believe it or not) and this does make a lot of sense.

Besides, nobody said that you wouldn't be able to skip it if this was the case. I don't think "10 min" is a horrible amount of time to get a new player familiar with the game before they actually start grouping. I didn't start grouping in Diablo 2 until I had at least the basics down.


 

Putz

Diabloii.Net Member
Re: Class Starting Areas: Speculation

It would be difficult to expect Blizzard to change the start of the game from what it was in the original and the second. Diablo's always been a pick up and play game. Obviously to go further "end game" you need to know a bit more than picking up and playing.
 

SlechtWeerBeer

Diabloii.Net Member
Re: Class Starting Areas: Speculation

It's speculation, not a suggestion. I did not state whether or not I agreed that it was a good decision, just that it is a possible decision.

You may not like it. Others will. The reason for this is that there's people who only play single-player, there's people who actually care about the lore and the story (believe it or not) and this does make a lot of sense.

Besides, nobody said that you wouldn't be able to skip it if this was the case. I don't think "10 min" is a horrible amount of time to get a new player familiar with the game before they actually start grouping. I didn't start grouping in Diablo 2 until I had at least the basics down.
Did I state you did?
The answer is no. I just stated I disliked the idea, not that I dislike your idea. Sorry if I sound rude.

As for lore etc; Diablo II did a fine job on that, imo. Sure, there's little introduction as to why you're there in the first place... If you don't read character dialogue. Warriv explains why you're there by saying rumors go around Diablo returned. Since Diablo II is a sequel, it's most likely it's true, no?
If you like lore and story, you would know Warriv tells you exactly why there's a sudden influx of (invisible) adventurers.

If you want to get the basics down (or rather, press the left mouse button down) before grouping, don't group. It's as easy as that. Playing in Single forces you to not group, and playing online without other people is easy enough; I bet you 5 dollars private games are going to be in.


 

Akse

Banned
Re: Class Starting Areas: Speculation

I like your idea.

It could also work as a tutorial for new players. You have to play a couple of levels alone until you can group up with your friends. But that is the same reason why I don't think they'll do it - they don't want to restrict people starting the game together.

If only you could somehow make the ends meet so you could have different starting points but still be able to play with your friends from the beginning.

I think some MMORPGS do this though, like conan and lotro?
In MMORPGS it works better since you have thousands of people in the same realm(game). In diablo3 if we have like 4-8 players in game and there is only 1 of each class or something you are all alone in that starting area.



 

captain

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I can't link it without getting my thread closed apparently, but in the last blizzcon game design panel with Jay Wilson, he stated that players start off at level five (or six) in the Blizzcon demo. He also stated that the difficulty would be about the same since that's the same level they would be at "by the time they got to that content". So, the journey to Tristram is not the starting area after all, which I had kind of assumed.

Now, there's also a heavy focus on lore and motivation, and from what we've seen so far, blizzard appears to take the stance of "narrative through personification" where the setting itself tells a story, and they depend on specific NPCs to represent whole groups of people. So if we want to focus on the motivation of our PCs, then what better way to do that then give each class their own unique starting area? For instance, when you select a Wizard, perhaps you actually start off in some remote building in Caldeum (built kind of like an interior dungeon in layout) and you have to escape for whatever lore reasons, and you find out what happened in Tristram with the fiery attack from the sky (which seems to be the focusing point for the beginning of the plot), which then propels your PC into the world after this convenient little lore-setup and tutorial section.
This interstitial area could serve a multitude of purposes, as stated above, and I think it would be a very logical addition from a game design point of view.
What do you think? Totally off-base? Any ideas for starting areas for characters? I think it would be pretty neat, at least.
This sounds like a great idea (and very logical). Its a very nice way to introduce the lore of each of the characters.


 

captain

Diabloii.Net Member
Re: Class Starting Areas: Speculation

In MMORPGS it works better since you have thousands of people in the same realm(game). In diablo3 if we have like 4-8 players in game and there is only 1 of each class or something you are all alone in that starting area.
I don't think that should be a problem. After completing the initial task or quest with that character you could use a way point to get to the "starting point" with the rest of the charaters. It would just have to be done once for each new charater. It wouldn't be too difficult of a quest, maybe similar to the den of evil quest in DII. Maybe not even that difficult.


 

Putz

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I don't think that should be a problem. After completing the initial task or quest with that character you could use a way point to get to the "starting point" with the rest of the charaters. It would just have to be done once for each new charater. It wouldn't be too difficult of a quest, maybe similar to the den of evil quest in DII. Maybe not even that difficult.
Still too WoW like.

Diablo has always had the same areas for all characters. Pick up and play mentality.


 

Funkopotamus

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I could see them doing it like Hellgate did where you start off outside a town and you do a quest/get the tutorial then you're at the first town. If you've done it once or twice it takes like 2 minutes to complete if you kill everything on the way.
 

paperkut

Diabloii.Net Member
Re: Class Starting Areas: Speculation

I think a cool short intro video unique to each character would solve the whole lore element and introduce you to your character. It could show glances of past adventures and some narrative voice could explain what brought the character to where he is now.
Simple, fast, and non- WOW. winner winner chicken dinner.
 

otodude

Diabloii.Net Member
Re: Class Starting Areas: Speculation

Yeah the Hellgate system was fine, I mean you only had to go through that single player instance once for each new character and it did not take long at all. After that you were into the main portal like everyone else.

Either that or have an "opt out" button if you don't want to wait when forming up a party. Simple enough, no?
 

NASE

Diabloii.Net Member
Re: Class Starting Areas: Speculation

How about this. (Assuming 5 classes).

You create 6 different start paths. One for each class in their respective homeland. Where you have 1 or 2 quest that offer specific mods to help in the first few levels of the game. So noting that can't be skipped. this might help to make the early game more interesting.
Not that these are completely optional. if you want, you can skip them.

Then, there is a 6th starting path positioned at tristram. Again one or two quest designed to get players at the same level as if they were playing solo. Yet here, the quest are designed to function (lorewise and gameplaywise) in a multiplayer setup.


This offers the players 3 option, they start with there class specific quest thus getting some interesting start items. they can skip there quest and immediately go to tristram. There they start with the multiplayer quest that offer random items (useable for all classes). This can be done in group and is probably best to do in group.
Or, they can start with class specific quest and do the multiplayer quests after that. This way, they start the first real quest with a slightly higher level and better equipment. Perfect for the noob that will get killed in the first room of the first quest.
 
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