BlizzCon 2008: Diablo III lore & art panel
Story guru Leonard Boyarsky and background artist Chris Donnelson spoke at yesterday's Diablo III Lore & Art panel just before the closing BlizzCon eremonies, and they detailed how the background of the previous two Diablo games will tie into this one. Check out the highlights after the break, and find out how the gameplay has been changed to emphasize the story and art in this title, and what's been happening in the 20 in-game years since the events of Diablo II.
Boyarsky, who also worked on the previous two Fallout games, talked about the unexplored potential in previous games, and that they really want to push the feeling of this being a living world. He talked about two of the cities, Caldeum and Skovos that are heavily referenced in the story in Diablo III. Caldeum is a political city built on trade and commerce, and Skovos is based in legend and mythology, and is also where the Amazons and Rogues hail from.
To help emphasize the story in D3, they're giving more weight and context to the choices that the player makes. They're also zooming the camera in on conversations to make the player pay more attention to them, rather that keeping the same pulled-back view the entire time. Each class and sex will have their own character-specific dialogue, and NPC characters will react to you based on what race you choose.
In the opening scene, when the Wizard approached Captain Rumsford to enter the ruins of Tristram, she was treated with respect and welcomed, but when the Witch Doctor entered she got a lot of sass from him, "The only think you'll be finding in there is your death. Have fun." There's also a guy burning bodies from a wagon in the background, which Boyarsky pointed out as a piece of art that tells a story without dialogue or gameplay: clearly something very bad has been happening here.
The story is set some 20 years after the events of Diablo II: Lord of Destruction. The world hasn't ended, and Hell did not invade. The central character of the story is Deckard Cain, who is wracked with guilt from ignoring the stories he heard as a child about the Horadrim and Diablo. Deckard feels like he could have ended the threat before it began and has been scouring the planet looking for lore and items to defeat the demons.
Most people in the world now believe that the events of Diablo I and II were myth, and don't think that Hell is going to invade. In the game you'll find out what has happened to Tyrael and Baal. You'll also encounter Paladins and other classes from previous games in Diablo III, and you'll find out from them why they aren't participating in the events that are currently happening. Boyarsky said, "There are Necromancers in the world, and I can bet money that you're going to run into one."
Chris Donnelson explained the artwork guidelines they're working under for this game, including stressing style over realism, and putting a strong emphasis on horror. On the controversial color direction in Diablo III, Donnelson said, "Our memory was that the previous Diablo games were dark, but we found that there were colorful environments and characters throguhout the game. Film uses color as key to set the mood, and we expanded on that." He explains that they're using color as a "gameplay tool to guide the player"
During the Q&A, both Boyarsky and Donnelson revealed a few things:
Gallery: BlizzCon 2008: Diablo III Art & Lore
Boyarsky, who also worked on the previous two Fallout games, talked about the unexplored potential in previous games, and that they really want to push the feeling of this being a living world. He talked about two of the cities, Caldeum and Skovos that are heavily referenced in the story in Diablo III. Caldeum is a political city built on trade and commerce, and Skovos is based in legend and mythology, and is also where the Amazons and Rogues hail from.
To help emphasize the story in D3, they're giving more weight and context to the choices that the player makes. They're also zooming the camera in on conversations to make the player pay more attention to them, rather that keeping the same pulled-back view the entire time. Each class and sex will have their own character-specific dialogue, and NPC characters will react to you based on what race you choose.
In the opening scene, when the Wizard approached Captain Rumsford to enter the ruins of Tristram, she was treated with respect and welcomed, but when the Witch Doctor entered she got a lot of sass from him, "The only think you'll be finding in there is your death. Have fun." There's also a guy burning bodies from a wagon in the background, which Boyarsky pointed out as a piece of art that tells a story without dialogue or gameplay: clearly something very bad has been happening here.
The story is set some 20 years after the events of Diablo II: Lord of Destruction. The world hasn't ended, and Hell did not invade. The central character of the story is Deckard Cain, who is wracked with guilt from ignoring the stories he heard as a child about the Horadrim and Diablo. Deckard feels like he could have ended the threat before it began and has been scouring the planet looking for lore and items to defeat the demons.
Most people in the world now believe that the events of Diablo I and II were myth, and don't think that Hell is going to invade. In the game you'll find out what has happened to Tyrael and Baal. You'll also encounter Paladins and other classes from previous games in Diablo III, and you'll find out from them why they aren't participating in the events that are currently happening. Boyarsky said, "There are Necromancers in the world, and I can bet money that you're going to run into one."
Chris Donnelson explained the artwork guidelines they're working under for this game, including stressing style over realism, and putting a strong emphasis on horror. On the controversial color direction in Diablo III, Donnelson said, "Our memory was that the previous Diablo games were dark, but we found that there were colorful environments and characters throguhout the game. Film uses color as key to set the mood, and we expanded on that." He explains that they're using color as a "gameplay tool to guide the player"
During the Q&A, both Boyarsky and Donnelson revealed a few things:
- Some things from the Diablo books will be coming into the game
- The demo level at BlizzCon is a random dungeon set in the Sanctuary Cathedral
- Each character will have a specific backstory, which will explain why they are in the game
- There will also be class-specific quests for each class
- No more Horadric cube
- There will be more places to spend your gold in the game
- The will bring a sense of closure to the Diablo story, but will not close off the universe
- Heaven will be featured at some point, although maybe not in this game
- Someone asked if you could get Wirt's second leg in the game, and Boyarsky said "But, his other leg was real..." Hey, you said you wanted horror, Blizzard.












Reader Comments (Page 1 of 1)
StuScotsLazyEye @ Oct 12th 2008 9:27PM
Downvote me if you want, but
IT STILL
LOOKS
TERRIBLE
And on a side note, if I see the word epic associated with something like looks like a cartoon again, I'm going to kill a kitten.
s256 @ Oct 13th 2008 4:37AM
How does this look terrible? It isn't cel-shaded. Are you honestly worried that some colour is going to hurt the game?
Foetoid @ Oct 13th 2008 4:59AM
Hey StuScotsLazyEye, WIND WAKER IS EPIC MAN!!!!!
*waits for the wail of a dying kitten*
A little more seriously, Tales Of Symphonia is one of the biggest, most gorgeous and most EPIC RPG games of all time and IMO, it's better than any FF game. It's also cel-shaded, tho not to the degree of Wind Waker. If you're missing out on Tales of Symphonia cause it kinda looks cartoony, your a fool and an idiot. Spose you havent finished Paper Mario: The Thousand Year Door either? You don't know what your missing out on with both games i just listed.
lestus @ Oct 12th 2008 8:09PM
Good stuff, some interesting things being implemented while improving the previous titles, without horribly mis-shaping the world we got to love. it needs to be new but recognizable. i personally like what i see and great job so far, as long as there aren't too radical changes happen further down the development line.
mergedwarrior @ Oct 12th 2008 8:25PM
I wanna see some older weapons from previous games... Maybe a GPOW or something.
Just don't make it as over powered :P
Ihavepants @ Oct 12th 2008 9:26PM
What the hell is a NeuroMancer?
Nex @ Oct 12th 2008 10:09PM
Either a spelling error or we'll have an epic cyberpunk crossover along the way.
Gehodra @ Oct 12th 2008 10:45PM
mancer is a suffix to denote someone who practices a form of divination.
necromancer divines from the dead.
neuromancer divines from the mind? Aka, typical joe rationale? Or other people's minds, mind reader.
Or spelling error...
Kevin Kelly @ Oct 12th 2008 10:47PM
It's a guy who hacks things. Duh. And yes, I spelled it wrong, d'oh.
Ihavepants @ Oct 12th 2008 11:15PM
"It's a guy who hacks things."
You mean a hacker?
Kael @ Oct 12th 2008 10:56PM
Guys, I'm going crazy; I'm seeing something that must not be real, because no one else has mentioned it: in the new videos and screens, the colors have changed. The shadows are darker. Blizzard must have listened, and realized more colorful, cheery environments didn't translate into "emphasizing horror". I mean, look at it now. The dungeon, outside of Leoric's room, isn't green and blue anymore. You can't as clearly see the enemies beyond the lights. And outside is dark and gloomy; there's fog everywhere. Isn't this a big change from the announcement video? This is what Diablo is supposed to look like! I'm pleased and even more psyched for the game. But it's odd to see that I'm the only one who thinks they've made any sort of change. Do my eyes deceive me?
Ihavepants @ Oct 12th 2008 11:10PM
The colours are all still there but they have definitely changed the lighting. Actually made the dungeon dark unless within your light radius or near an actual lighting source. Also the outside area is a night time now.
t_m @ Oct 13th 2008 7:14AM
you mean they've changed the old levels?
or that the new levels look darker?
Cos they always said they were gonna alternate the color palate every 20 minutes or so.
Ihavepants @ Oct 13th 2008 7:26AM
Well they've only showed the same area's so far with all video's. The "moors" area surrounding Tristram (now seen at night time), and inside the Tristram Cathedral. And yes they've definitely changed the way lighting works in the Cathedral.
driven2sin @ Oct 13th 2008 1:19AM
i think they went jar-jar nuts on this
tcc3 @ Oct 13th 2008 8:24AM
No cube? Aww.
I hope they introduce another crafting system then. The cube was great.
Pip @ Oct 13th 2008 9:27AM
Those pictures were pretty helpful laying out why they're doing what they're doing. I just hope they realize that the franchise is a roguelike at its heart and don't take any of that feeling away. Diablo 2 was such a good extension of the genre. The Hardcore ladder and everything else was just perfect.