Joystiq chats with Jay Wilson on Diablo 3
The buzz here at the Paris Expo Porte de Versailles is all about Diablo 3. When will we have a playable demo? When can we expect a release? Blizzard, of course, isn't willing to commit to a date other than their standard "when it's done" answer:
Do you have any plans for Diablo on consoles?
We don't have any plans.
Are there an plans for mobile or any other platforms, or is it purely PC/Mac?
Right now we're just focused on PC/Mac. I believe we've got people who are focused on mobile stuff and I'm sure we're going to be having conversations with them on some point on what we can do, but in terms of taking Diablo 3 as a game to mobile ... I doubt it.
Looking at the gameplay footage, Diablo 3 looks very similar to Diablo 2. What are you doing to differentiate it from Diablo 2?
We're trying to balance satisfying the fans and also creating a game that feels like our own. A lot of the stuff that we've done already, that we've shown today, from a gameplay standpoint makes it play dramatically different and better than Diablo 2. The health system, monster design, environment interaction, being able to put scripted events anywhere in the world... those all have big impacts. I can say we have a lot of other features that we're gong to talk about over the coming months, some of which are pretty big.
There is some other stuff that I think may have a bigger exclamation point in terms of diversification. But we felt if we take this game and did these improvements, we'd actually have a better game. Because when you get right down to it, it plays. It plays better.
You mentioned earlier that Diablo 3 would be playable online with Battle.net but there would be some improvements coming to Battle.net. Can you say anything about what improvements might be coming? [Ed: See WoW Insider's liveblog of the Worldwide Invitational's opening ceremony for full notes on Jay's presentation]
No, I can't. I'll give your our goal, which is that we really focus on online service and online experience as one of our top priorities at Blizzard. We want to provide the best online experience you can get anywhere. People will really get their first taste of the next version of Battle.net with Starcraft 2. And I don't want to steal their thunder. We'll be focusing on getting players together easily, matchmaking will be a big part.
Is there a reason you decided to go with a Battle.net model instead of an MMO model?
The simplest reason is that's the game we wanted to play. A lot of the time that's how we make our decisions at Blizzard -- as gamers and fans, because we like our games too. So what we really want is ... a game kind of like Diablo 2 but better. And we feel like the genre ... some genres have a lot of progression in them. With RPGs and FPSs you get a ton of them! But this genre has not had a ton of games in it. So we felt like there's still so much to say here. And there's so much to say on the WoW side for MMOs, but we've got that and don't necessarily need another one right away.
So we felt like it was really important to do the true Diablo sequel. As players, that's just what we wanted to play.
How did you wind up working on the Diablo project?
Well, I was working at Relic Entertainment. I started on RTSs originally and I interviewed at Blizzard ... I was actually very happy at Relic, but I had friends who had moved to Blizzard and they got me an interview. I was like, "Cool, Rob Pardo! I get to be interviewed by him and he's an idol of mine!" For me, it was just a cool experience to be able to talk to Rob for an hour. And we continued to talk and I went to the first BlizzCon [October 2005] and they just talked me into it. Essentially, I've always been a huge fan of Blizzard and it just felt like a natural fit.
Did you feel like possibly working on Starcraft 2 from you background in Dawn of War? Is it that you just wanted a change?
How do you not say yes to Diablo 3? Starcraft 2 was really appealing, but I'd made a few RTSs and I'd made RTSs that were trying to be different than Starcraft, with some similarities. We already had Dustin [Browder, lead designer for Starcraft 2] and that guy's way smarter than me. So it seemed like a good place ... and there was no way I was going to say no. That's the chance of a lifetime.
Have you noticed any difference from working on FPS/RTSs and moving into this more hack-n-slash genre?
What's funny is I started in FPSs, the first five years of my career, and moved to RTSs. What's interesting is the actual math, stat-oriented nature of an RTS actually blends nicely into a game like Diablo. And a lot of the action elements of an FPS blend nicely with Diablo. So I kind of felt like my background was custom designed. It's not like I could have worked on all of those Diablo clones out there because there just weren't very many of them. So while it doesn't seem like the obvious path, it's really been a good set of skills for this project.
Can you tell us anything about how far into development the project is or when we might see more of the game?
I think with any other company that might be a question someone could answer, but it's really hard to answer with a Blizzard game because we don't look at it as a linear scale. We could look at it and say we're this percent complete, but the last whatever percentage could take ten times longer than the previous, depending on how much iteration it requires. I can say we have a game we love to play. That's always the first goal. We're really happy with the art style and a lot of what we're doing right now is trying to build all the content and make decisions about the vast number of systems needed.
In terms of the engine and its current state, where do you see the maximum number of co-op joint players?
Right now we support the same number as Diablo 2, which is 8. We can actually do more if we wanted -- it's not a technical problem, it's a gameplay issue. What we've found is that the game is actually better with a smaller number of players, even smaller than 8. When we play, we have the most fun with about 4 -- and that's because of the camera and the nature of the game. So we're gearing towards that and really trying to encourage that. But whether we enforce it or not [with a strict limit on the number of players] ... it's hard for us to say at this point.
Will you get the same number of monsters with 8 players as you would with 4 players?
We don't change the number of monsters that spawn. That way we can make sure that even if you're playing by yourself, you can still have a crazy giant pile of monsters to fight. So no, we play with difficulty in other ways.
You mentioned two classes today ... can you tell us how many you plan to have in the final game?
No. Several more, but I can't tell you precisely. [Ed: The FAQ currently lists the number at 5.]
From a lore perspective, when is the game set? [Ed: Warning, spoilers below if you haven't played through Diablo 2: Lord of Destruction!]
It's about 20 years after Lord of Destruction. Essentially since then, if you're familiar with the lore, Tyreal destroyed the worldstone and the general consensus was that this was going to be the big Hell invasion because the worldstone's keeping everything back. And essentially that invasion never happened and one of the many questions is ... why? And we aren't going to answer that today, but that's what the story addresses. What's happened to Tyreal since then? What's happened to Deckard Cain?
We bring back a lot of characters, not just from Diablo 2 but Diablo 1 as well. We're also bringing back some characters in kind of unconventional ways. For example, the barbarian we showed today is actually meant to be the same barbarian from Diablo 2. So we're planning on doing a lot of cool stuff to make a richer storyline.
Is there a chance of another Deckard Cain rap?
I think that Michael Gough, the actor who plays Deckard Cain, is up for it. But no promises!
You've probably heard this a hundred times already today, but is there a cow level?
Secret cow level? Secret! I will say that we think the idea of putting secrets and things into the game is really cool. That doesn't mean it's going be in the game, though!
From playing earlier Diablo titles ... did you ever dupe to get items?
I never did. I knew people who did. Something in Diablo 3: our new Battle.net is a lot more secure. We've learned a lot since Diablo 2. With the amount of experience we got from Diablo 2 and the amount of experience we've gotten from WoW, we feel like we should be able to make it very secure.
- What classes are going to be available? Blizzard's answer: we're not ready to talk about that.
- Will there be a cow level? Blizzard's answer... well, more on that later.
Gallery: Diablo III
Do you have any plans for Diablo on consoles?
We don't have any plans.
Are there an plans for mobile or any other platforms, or is it purely PC/Mac?
Right now we're just focused on PC/Mac. I believe we've got people who are focused on mobile stuff and I'm sure we're going to be having conversations with them on some point on what we can do, but in terms of taking Diablo 3 as a game to mobile ... I doubt it.
Looking at the gameplay footage, Diablo 3 looks very similar to Diablo 2. What are you doing to differentiate it from Diablo 2?
We're trying to balance satisfying the fans and also creating a game that feels like our own. A lot of the stuff that we've done already, that we've shown today, from a gameplay standpoint makes it play dramatically different and better than Diablo 2. The health system, monster design, environment interaction, being able to put scripted events anywhere in the world... those all have big impacts. I can say we have a lot of other features that we're gong to talk about over the coming months, some of which are pretty big.
There is some other stuff that I think may have a bigger exclamation point in terms of diversification. But we felt if we take this game and did these improvements, we'd actually have a better game. Because when you get right down to it, it plays. It plays better.
You mentioned earlier that Diablo 3 would be playable online with Battle.net but there would be some improvements coming to Battle.net. Can you say anything about what improvements might be coming? [Ed: See WoW Insider's liveblog of the Worldwide Invitational's opening ceremony for full notes on Jay's presentation]
No, I can't. I'll give your our goal, which is that we really focus on online service and online experience as one of our top priorities at Blizzard. We want to provide the best online experience you can get anywhere. People will really get their first taste of the next version of Battle.net with Starcraft 2. And I don't want to steal their thunder. We'll be focusing on getting players together easily, matchmaking will be a big part.
Is there a reason you decided to go with a Battle.net model instead of an MMO model?
"So what we really want is ... a game kind of like Diablo 2 but better." |
So we felt like it was really important to do the true Diablo sequel. As players, that's just what we wanted to play.
How did you wind up working on the Diablo project?
Well, I was working at Relic Entertainment. I started on RTSs originally and I interviewed at Blizzard ... I was actually very happy at Relic, but I had friends who had moved to Blizzard and they got me an interview. I was like, "Cool, Rob Pardo! I get to be interviewed by him and he's an idol of mine!" For me, it was just a cool experience to be able to talk to Rob for an hour. And we continued to talk and I went to the first BlizzCon [October 2005] and they just talked me into it. Essentially, I've always been a huge fan of Blizzard and it just felt like a natural fit.
Did you feel like possibly working on Starcraft 2 from you background in Dawn of War? Is it that you just wanted a change?
How do you not say yes to Diablo 3? Starcraft 2 was really appealing, but I'd made a few RTSs and I'd made RTSs that were trying to be different than Starcraft, with some similarities. We already had Dustin [Browder, lead designer for Starcraft 2] and that guy's way smarter than me. So it seemed like a good place ... and there was no way I was going to say no. That's the chance of a lifetime.
Have you noticed any difference from working on FPS/RTSs and moving into this more hack-n-slash genre?
What's funny is I started in FPSs, the first five years of my career, and moved to RTSs. What's interesting is the actual math, stat-oriented nature of an RTS actually blends nicely into a game like Diablo. And a lot of the action elements of an FPS blend nicely with Diablo. So I kind of felt like my background was custom designed. It's not like I could have worked on all of those Diablo clones out there because there just weren't very many of them. So while it doesn't seem like the obvious path, it's really been a good set of skills for this project.
Can you tell us anything about how far into development the project is or when we might see more of the game?
I think with any other company that might be a question someone could answer, but it's really hard to answer with a Blizzard game because we don't look at it as a linear scale. We could look at it and say we're this percent complete, but the last whatever percentage could take ten times longer than the previous, depending on how much iteration it requires. I can say we have a game we love to play. That's always the first goal. We're really happy with the art style and a lot of what we're doing right now is trying to build all the content and make decisions about the vast number of systems needed.
In terms of the engine and its current state, where do you see the maximum number of co-op joint players?
"When we play, we have the most fun with about 4 players."
|
Will you get the same number of monsters with 8 players as you would with 4 players?
We don't change the number of monsters that spawn. That way we can make sure that even if you're playing by yourself, you can still have a crazy giant pile of monsters to fight. So no, we play with difficulty in other ways.
You mentioned two classes today ... can you tell us how many you plan to have in the final game?
No. Several more, but I can't tell you precisely. [Ed: The FAQ currently lists the number at 5.]
From a lore perspective, when is the game set? [Ed: Warning, spoilers below if you haven't played through Diablo 2: Lord of Destruction!]
It's about 20 years after Lord of Destruction. Essentially since then, if you're familiar with the lore, Tyreal destroyed the worldstone and the general consensus was that this was going to be the big Hell invasion because the worldstone's keeping everything back. And essentially that invasion never happened and one of the many questions is ... why? And we aren't going to answer that today, but that's what the story addresses. What's happened to Tyreal since then? What's happened to Deckard Cain?
"The barbarian we showed today is actually meant to be the same barbarian from Diablo 2." |
We bring back a lot of characters, not just from Diablo 2 but Diablo 1 as well. We're also bringing back some characters in kind of unconventional ways. For example, the barbarian we showed today is actually meant to be the same barbarian from Diablo 2. So we're planning on doing a lot of cool stuff to make a richer storyline.
Is there a chance of another Deckard Cain rap?
I think that Michael Gough, the actor who plays Deckard Cain, is up for it. But no promises!
You've probably heard this a hundred times already today, but is there a cow level?
Secret cow level? Secret! I will say that we think the idea of putting secrets and things into the game is really cool. That doesn't mean it's going be in the game, though!
From playing earlier Diablo titles ... did you ever dupe to get items?
I never did. I knew people who did. Something in Diablo 3: our new Battle.net is a lot more secure. We've learned a lot since Diablo 2. With the amount of experience we got from Diablo 2 and the amount of experience we've gotten from WoW, we feel like we should be able to make it very secure.













Reader Comments (Page 1 of 1)
Dragkhan @ Jun 29th 2008 3:15AM
first post woot!
Vidikron (FU) @ Jun 29th 2008 3:32AM
Apparently you're second to yourself... too bad!
-1
BLee @ Jun 29th 2008 3:39AM
duping ruined diablo 2 for me.. I hope they can contain it this time around.
Backslash @ Jun 29th 2008 3:50AM
But who duped in Diablo the first?
. . . * raises hand. *
Foetoid @ Jun 29th 2008 4:48AM
Duping in Diablo 1 was easy. Duping in Diablo 2 was made easy by Shadowmaster (i think thats what it was called). I only ever used that program to save sets of items onto my HDD. That being said, the ability to transfer items between character like in Titan Quest: The Immortal Throne really needs to be transfered to Diablo 3.
bobartig @ Jun 29th 2008 3:03PM
Or, just work a really good inventory system into DIII so that muling isn't necessary. Maybe have a storage locker system that costs a certain amount of rent.
I don't really see it as a balance issue, since so little of the Diablo loot is actually any good. For instance, you might want to have Biggins Bonnet, and complete sets of the lvl 5-10 set gear, but inside you know that stuff is fairly worthless, since you get to lvl 10 in about an hour of gameplay, and by lvl 20 (maybe 4 more hours?) everything you find is better.
Rabidkeebler @ Jun 29th 2008 10:03AM
I agree about the transfer of items. And I did dupe in Diablo I & II, but in II I would dupe only offline games.
It is interesting to watch the video and look at the items that are dropped. For example, they are bringing back stat altering potions. The goat at 15:40 drops an Elixir of Willpower. Also, it looks like they are introducing bags similar to WoW. At 8:45 when the barbarian kills the skeletons with shields one drops a small bag.
The Doctor @ Jun 29th 2008 10:32AM
Diablo noob here, who's hoping to get into the series- what's "duping"?
Ghen @ Jun 29th 2008 12:19PM
duplicating an item already in your inventory by hacking the game somehow. Its despicable and I can't believe people are actually proud of it.
Chris @ Jun 29th 2008 12:27PM
Making a duplicate of an item that you have in your inventory.
The Doctor @ Jun 29th 2008 3:57PM
I see. Thanks!
Boffo the Sock @ Jun 29th 2008 6:47PM
@chris
This will probably come as a shock to you, but it is entirely possible for a person to admit something without being proud of it.
Me @ Jun 29th 2008 11:08AM
I gotta have more cow level.
The Doctor @ Jun 29th 2008 6:56PM
Hell has a fevuh. And the only prescription- is more cow level!
driven2sin @ Jun 29th 2008 11:32AM
the way he talks about an 'improved' battle system makes one wonder if diablo is getting closer to final fantasy XII type battles
..'everything with the mouse' translates into 'one touch kills'
they better not put a bunch of macro A.I. in this
Maratu @ Jun 29th 2008 8:42PM
No, they just want you to not have to keep hitting ALT and TAB to see things. Hence the map in the corner and the tags on the items coming up. Plus without having to constantly using Potions with those health orbs. I suppose we can't really tell how the hot-key skills and such will work yet, so I wonder just how "one-handed" the game can be.
zombienutz @ Jun 29th 2008 12:32PM
I can't wait for this game. In regards to Battle.net, didn't they say the same thing when Diablo 2 came out? I am not trying to be a nay sayer or anything. I just truly hope they make it more secure and get it under control because I stopped playing D2 because b.net got so out of control. Even though they are not approaching it like an MMO, hopefully WoW has given them so good ideas for the online structure in terms of security.
Kael @ Jun 29th 2008 1:35PM
Defending against hackers is like defending against zombies: Despite your best barricades and shotguns, they won't stop coming, and, even if it takes years and years, they will eventually break through and ruin everything.
Probably then because the game will get to be too old for the watchmen to remain as many and as vigilant as needs be to keep them out.
zombienutz @ Jun 29th 2008 5:38PM
That is an excellent analogy, and I agree.
zombienutz @ Jun 29th 2008 5:38PM
That is an excellent analogy, and I agree.
Shawn @ Jun 29th 2008 1:12PM
f yeah, I'm glad they are keeping this on PC/Mac, gotta love Blizzard for concentrating all their effort on one version to make it the best possible
zlliM @ Jun 30th 2008 12:18AM
I am so stoked for this game, WoW just isn't my slice of bread.
That said, I wish this was coming to the 360. I guess I need to start saving to build a better computer.
deadjesterx @ Jun 30th 2008 8:42AM
I don't know your computer's current specs but knowing Blizzard the amount you'll have to front for a PC to run the game is reasonable compared to games like UT3 or Crysis.
One of my favorite things about Blizzard is that they make games that can run on a very large scale of PCs.
zlliM @ Jul 1st 2008 11:42AM
Yeah I know this about Blizzard, which is awesome. I just have been using my cousins computer whom has been out of the country for 1 year and 1 more. I haven't had my own computer for about 4 years which can barely run WoW.
J @ Jun 30th 2008 7:04PM
Please do not turn this into a console game.
4 max player = I wont play your game
We have the most fun with about 4 -- and that's because of the camera and the nature of the game.
Then Zoom out.
So we're gearing towards that and really trying to encourage that. But whether we enforce it or not [with a strict limit on the number of players] ... it's hard for us to say at this point.
Wow i am so disappointed
vistani70 @ Jul 1st 2008 12:08AM
i seriously disagree. DI for the playstation was problbly the best game ever made for the system, and it worked well. i think a console iteration would be incredible for Blizz to look into
rasbill @ Jul 1st 2008 5:33AM
eudemonsonline is a very similiar game to diablo if you wanna get into something different until it comes out
luke @ Aug 6th 2008 7:18AM
NO. DIE. eudemons is a terrible game, it was spawned from the hell of conquer online, which WAS an okay game at one point, but TQ (company that makes both of those games) got greedy and completely ruined it. RPG's dont work very well when you can send the company money to increase the level of your character, ESPECIALLY in a free to play game. their old motto was "Free to download, free to play", now they changed it to "Shopping mall" (functionality that allows you to buy levels/experience/items/quest rewards from the company) although many people believe that it should be changed to "Free to play, pay to win". It is one of the few games that truly inspires rage within me. In fact, they went so far as to _BAN_ anyone who complained on the forums about the new patch that introduced the shopping mall, not only did they ignore them they BANNED anyone who spoke out against it. Please, for your own sake, do not take this fools advice. It's a terrible game, play diablo 2 while you wait. It's less terrible. Runescape is less terrible. WoW is less terrible.
mitch @ Jul 1st 2008 11:16PM
Diablo 3 will support up to 8 players, via free battle.net, will be a "two handed" game, with the numpad used to activate skills, possibly with added skill shortcut bars like in WoW. Blizzard has already released that Diablo 3 will be leaps ahead of its predecessors as far as security, considering how much Blizz has learned from the WoW project. Do not expect D3 on consoles, considering Blizz only wants the best game experience, and console controls can never match the pinpoint accuracy of a mouse. Blizz also strives to make their games as accessible as possible, so while D3's on-screen action will require lots of RAM, dont expect it to require a gig of video, because the specs will go down quite far, considering WoW, graphically, at lowest settings, runs fine on a computer with 512MB of ram, with 256MB of DDR video, which is absolutely, completely outdated. Blizz is here for you, PC gamers.
John @ Jul 3rd 2008 2:57PM
Stupid question... but will it be in the isometric perspective still?
tehted @ Jul 9th 2008 11:57AM
Yes, it is isometric.
oden @ Aug 7th 2008 4:33AM
Hi all!
vote for your opinion on this here:
http://www.pollsb.com/polls/poll/2035654/which-version-of-art-style
i thought about posting it to Blizzard after we'll get enough votes.