true and it was metzen and his army of writers and the cinematics team job to make sure it didn't happen. anyway, it's not surprising if d2 dev was anything like SC (and it probably was). apparently, left hand doesn't know what the right hand is doing.For D2, the main problem is that the story provided by cut-scenes has nothing to do with the story that you play through.
Q: I watched the StarCraft I cinematic CD with the developer commentary (have you seen it?) and it was hilarious. Some of those cinematics where hammered out in 24 hours with absolutely no clue on where in the game it would go. They excelled in trying different lense flares...
Blizzard has always struck me as putting a lot of time into their games and they change direction a lot in development until they arrive at what they see as a good game. Through your research did you see a positive trend of going from a more haphazard approach to gaming development within Blizzard to a more focused style? Do you have any insight into how their development process has changed for better or worse? I'm curious because like someone else on the thread has said, in the past Blizzard could do no wrong, but now (as in D3 and SC2) they appear to be making strange choices in the final outcomes of their games.
A: Excellent question. As you read the SAAL series, you will see Blizzard Entertainment's style change over time. They started out flying by the seat of their pants, and the reason they evolved to a more focused, regimented development style over time had a great deal to do with the growth of the company.
In the early days at Blizzard Entertainment and Blizzard North, meetings were held in hallways, in the kitchen, and by gathering a few guys and spreading out in an office. Blizzard Entertainment was interested in growing an empire, and saw the need to organize design discussions when the teams started growing. It's one thing to let everyone speak up when you're 15, 20 guys. It's another to try to let 60+ people speak at once.
One of the ways they solved that problem was a concept called the strike team, a gathering of leads from the disciplines (art, programming, design, etc.) on each team. The strike team would hash out ideas and problems, make decisions, and carry verdicts back to their teams. As you might expect, some resentment occurred from guys who had been around during the earlier days when everybody got to put their feet at the table. http://www.reddit.com/r/IAmA/comments/1pw3bk/ David Craddock's IAmA
Blizzard has always struck me as putting a lot of time into their games and they change direction a lot in development until they arrive at what they see as a good game. Through your research did you see a positive trend of going from a more haphazard approach to gaming development within Blizzard to a more focused style? Do you have any insight into how their development process has changed for better or worse? I'm curious because like someone else on the thread has said, in the past Blizzard could do no wrong, but now (as in D3 and SC2) they appear to be making strange choices in the final outcomes of their games.
A: Excellent question. As you read the SAAL series, you will see Blizzard Entertainment's style change over time. They started out flying by the seat of their pants, and the reason they evolved to a more focused, regimented development style over time had a great deal to do with the growth of the company.
In the early days at Blizzard Entertainment and Blizzard North, meetings were held in hallways, in the kitchen, and by gathering a few guys and spreading out in an office. Blizzard Entertainment was interested in growing an empire, and saw the need to organize design discussions when the teams started growing. It's one thing to let everyone speak up when you're 15, 20 guys. It's another to try to let 60+ people speak at once.
One of the ways they solved that problem was a concept called the strike team, a gathering of leads from the disciplines (art, programming, design, etc.) on each team. The strike team would hash out ideas and problems, make decisions, and carry verdicts back to their teams. As you might expect, some resentment occurred from guys who had been around during the earlier days when everybody got to put their feet at the table. http://www.reddit.com/r/IAmA/comments/1pw3bk/ David Craddock's IAmA
Cuz in other ARPGs, if you don't like the story, you can ignore 99% of it. D3 keeps shoving its story in your face like it believes it has something really amazing to tell you.It makes me wonder how most people inside Blizz really feel about the story. I think at this point, Blizz has made some acknowledgement of almost all off the common complaints about D3 but they've never come close to admitting how badly they botched the storytelling aspect (though I take the creation of Adventure mode to be a silent admission of some sort).
Q: TL;DR: Is there any plan to add a "free play" mode after clearing an act/difficulty where all bosses are alive, all way points are up, and no quests are required? I find the forced repeat of the story adds a great deal of tedium and diminishes replay value.
Q: About the dialogue and story. You brought in some nice talent to do the voices for the game (some examples being Jennifer Hale as Leah, Steve Blum as Zoltun Kulle, and my favorite, Claudia Black as Cydaea). However some of the lines of dialogue in the game just made me cringe. I know at Blizzard, gameplay always comes first which is great and I think you did a fantastic job, but that doesn’t mean story isn’t important; So uhh… no offense intended, but really, what happened? Did your QA team not say anything or what?
jay p wilson: No plans for this currently. We wanted the game to have a greater focus on story, and so decided to have a linear quest flow so we could advance plot and world changes. Creating a free play mode would be a major reworking of all our content.I'm not opposed to us adding a 'auto-skip' cut scenes option at some point.
Q: About the dialogue and story. You brought in some nice talent to do the voices for the game (some examples being Jennifer Hale as Leah, Steve Blum as Zoltun Kulle, and my favorite, Claudia Black as Cydaea). However some of the lines of dialogue in the game just made me cringe. I know at Blizzard, gameplay always comes first which is great and I think you did a fantastic job, but that doesn’t mean story isn’t important; So uhh… no offense intended, but really, what happened? Did your QA team not say anything or what?
jay p wilson: Agree to disagree? We get lots of compliments on the story and dialogue. It's a hard area to make everyone happy, and a lot of things we do to make goals obvious for some players make them feel over-stated to others. We never tried to make War and Peace, just a decent pulpy story about heroes fighting demons. http://www.reddit.com/user/JayPWilson?count=26&before=t1_c4x77w6
well, "less is more" is not just a PR catchphrase with Miyazaki. also, he not only writes all the dialogue and item descriptions. he also worked closely with the localization team to make sure what needs to be explained or foreshadowed in english. lastly, he also directs and collaborates with every artist working on the game. apparently, he is "tough but fair" as a game director like his game.The other thing that makes Dark Souls' story so good is that the backstory is incredibly vast, incredibly detailed, and everything is interconnected and explained in-game (though most of the information is off of the beaten path, or comes from item/spell descriptions). Dark Souls does not completely explain the story: a lot of stuff remains a mystery.
i'm not. certain changes by shibuya and tanimura are troubling.On a somewhat different note, I'm so pumped for Dark Souls II.