BlizzCon 2008: Blizzard's Rob Pardo talks Diablo 3

We met up with Blizzard's Rob Pardo, vice-president of game design and one of Time Magazine's 2006 "100 Most Influential People in the World," at BlizzCon to ask him about all things Diablo 3, since we'd already gotten the good from him about Starcraft 2 and Battle.net. He didn't grant our wish to let us take home a copy of the Diablo 3 demo, but he did say a beta would be out for the game ... at some point. Find out what little we were able to squeeze out of him after the break.
Gallery: BlizzCon 2008: The Experience
We've seen the Rune system, and noticed that Socketed Items are still in the game. Are the other systems combat based?
Yes. Well, there's definitely systems being designed right now that are modifications of things you might have seen before. We also have some systems that are completely new to Diablo 3, we're not talking about them specifically because we're not ready to ... and also because once we figure everything out, we may not like 'em. That's one of the things that's great about our development philosophy. We get to try things out, and if they're great we keep them, if not we go back to the drawing board.
When your character talks to an NPC, he or she will actually talk back now. How has that changed the design?
I don't think that system is done yet. That's a system that we've definitely been iterating on quite a bit over the last year or so. We've gone through a lot of different stages with that. We went through a stage where we weren't even using in-game models for the conversation system, we used a system that didn't have your character talking, we have the system now where you go close and see both. That system's definitely still evolving, and it's probably going to evolve for awhile.
"One of our goals with Diablo 3 was to really to add a lot more role-playing game feel to it." |
Diablo was a great example of a game where, I think this started with Ultima Online, where people would sell real in-game items on eBay for large amounts of money. Will they still be able to do that?
That's a tricky one, and I don't know ultimately what the answer is going to be for Diablo 3 yet. I can talk a bit about the in-game item economy, we want to do something with that's closer to the Diablo 2 approach, rather than World of Warcraft. World of Warcraft is what I'd call a deterministic item economy, and what that means is the very best items in the game are soulbound on pickup, and those items drop deterministically off of certain monsters in the game. So if you want to get the War Glaives off of Illidan, he's the only guy that drops them, and you have to be in a group that is strong enough to take him down.
Diablo has more of a merchant economy, because none of the items have soulbound tags or anything else, and all of the items are completely random. So that means there's a low chance that you're going to successfully get the best item in the game just from playing, since it's kind of a slot machine. So generally, you'll have to interact with other players to get the best items. I think we'll have an item system that's more like that than the WoW one. Now, as far as how that interacts with the virtual / real money transfer sort of economy, I'm not sure how we're going to handle that yet. We definitely want to preserve the in-game economy over an out of game one, but we're just starting to talk about those issues now.
Is there anything specifically you're not looking to repeat from the previous two games?
There's a lot of things, I think a great example is the health globe system we're putting in Diablo 3. In Diablo 2 you could just head back to town, fill up your inventory with potions, and use those on the fly with no sort of cooldown, right? It ended up being a frustrating interface, and you had to use up half your inventory just to have these things. But they had a really positive effect too, in that they kept the action moving at a really fast pace. In World of Warcraft, we intentionally put things like cooldowns in the potions, because we actually want players to have a bit of downtime after fighting a long time because it's a more social game. We wanted to give people more time to talk and chat more.
"We want to get rid of this weird potion-spanding, "fill up your inventory" kind of behavior. So we put in a potion system that's a little more like WoW." |
That's a long-winded explanation of a specific example, but that's the approach that we take. The new Skill system is another good example.
Will there still be PVP in the game? I remember leaving town in the first game and instantly dying.
Well, that was Diablo I, in Diablo 2 I think in some ways we went too far in the other direction. Diablo I was pretty much survival of the fittest, like the Wild West... almost like the original Ultima Online, since you used that reference. Diablo 2 we made it so that PvP in a lot of ways almost died. I think we need to come up with a happy medium in Diablo 3, it's a system that we're talking about quite a bit right now.
Both Diablo 1 and 2 had expansions, is it safe to say Diablo 3 will have one as well?
I would imagine. I mean, we're not to the point where we are planning stuff like that. But, assuming the game is really popular and people want more content, I'm sure we'd give them some expansions to it.
The demo that we've been playing at BlizzCon, would you release it anywhere else?
I think this is the only place we're going to show it. We'll probably do something similar for a future show, but we're definitely not going to release it on the internet or anything like that. I'm sure it will have a beta at some point.
The Skill Trees in the demo, are those pretty final or are they evolving?
They're definitely evolving, although it's towards the end of the development but I'm sure it will change a bit as time goes on.
Gallery: BlizzCon 2008: Starcraft II
We were impressed with all of the Skill Systems you showed off in the first Diablo 3 panel, it looks like a lot of work went into those.
That's the tough thing about doing iteration based design, you have to be willing to give up on things that aren't working right. It's really tricky because you come up with an idea that's great on paper, everyone around the room is nodding their heads and you're like "this is a great idea" and you start putting in all the work. You get an emotional attachment to the design, and you have to be able to say "You know, this really isn't working" and let it go. The thing you get out of that is the knowledge and experience that process, but unfortunately it ends up on the cutting room floor.
There was a lot of controversy about the art direction when this game was first announced. Did that change at all? It looks a bit darker now.
We didn't change it that much, really. One thing to keep in mind... no one has seen the breadth of all the different environments. You're seeing one dungeon environment and one exterior environment. There's going to be some darker and spookier environments yet to come, and there will probably be some environments that are brighter. The ones we've chosen are most representative of the middle.
We've pretty much stuck to our guns on this one, because I haven't spoken with anyone who hasn't told me that they don't love the new art direction. Everyone asks about that controversy, and I'll say "Well, do you love the way it looks?" and they say yes so I tell them, "Well, then we'll keep it that way."





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Reader Comments (Page 1 of 1)
TFoK (Naked Peach Defense Force) @ Oct 16th 2008 9:34AM
I'm sorry but his head is just too dang small for the rest of him.
Huey2k2 @ Oct 16th 2008 9:41AM
As an avid Diablo 2 player, I agree with everything he has said.
I also do not understand all the people who complain about how the game isn't as dark as D2. The obnoxious darkness was one of the few things I actually didn't like about D2, and I am glad they are getting rid of it.
TFoK (Naked Peach Defense Force) @ Oct 16th 2008 9:50AM
I don't understand it either - whole petitions and websites came up in protest that the game was more colorful, and I can't see why. I just hope the devs don't darken it down to cater to the whiners.
Ihavepants @ Oct 16th 2008 9:54AM
They have darkened it, not with colours but with lighting. Watch the original announcement video in the Tristram cathedral and then watch the Wizard video in the same place.
puffin @ Oct 16th 2008 12:18PM
Interesting... as an avid D2 player I absolutely hate the health globe idea. I mean did Pardo even play Diablo? Potions were stored in belts whose only function was to hold them. It's really going to blow if you can't control health when facing ranged attacks.
Zertoss @ Oct 16th 2008 12:23PM
As another avid D2 player, the potion idea concerns me. However, I do like the health/mana globe idea. So I'm reserving judgment until I've tried it myself.
Also, the environments are awesome so far.
Replica23 @ Oct 17th 2008 12:34AM
I love the graphic style, but I just hate that they took out the LAN option...
Xoviet chiK - Gyiyg Strikes Back @ Oct 16th 2008 9:48AM
"Both Diablo 1 and 2 had expansions, is it safe to say Diablo 3 will have one as well?"
Diablo III: Fletcher
dark_inchworm @ Oct 16th 2008 10:26AM
RJ Fletcher? Festering bowls of dog snot in my Diablo?
Xoviet chiK - Gyiyg Strikes Back @ Oct 16th 2008 10:33AM
:(
Arrow Maker =/= Aerosmith
dark_inchworm @ Oct 16th 2008 10:50AM
...Aerosmith? What the hell?
dark_inchworm @ Oct 16th 2008 10:53AM
...ohoho
I guess you missed the reference, but I totally see what you did there now. :)
tcc3 @ Oct 16th 2008 10:03AM
The potion cooldown thing is not cool.
deadjesterx @ Oct 16th 2008 10:19AM
I'm a big fan of what they're doing with the potions. Potion-spamming in the previous games was kind of annoying. You're clicking/holding the mouse button with one hand and bashing away at the 1-4 keys with the other to stay alive (anyone who has fought the Minions of Destruction on Hell difficulty knows what I'm talking about). It also ended up breaking the action too much. You go, clear out a section of the level, return to town to buy more potions, rinse and repeat. I'm not aganist visiting the town in-between quests but it sometimes became a major headache.
dark_inchworm @ Oct 16th 2008 10:26AM
shirt want :(
Blazur @ Oct 16th 2008 10:36AM
This article has absolutely nothing to do with SC2...so why is it in the subject line?
Xoviet chiK - Gyiyg Strikes Back @ Oct 16th 2008 10:40AM
They forgot to turn the tape over in their dictaphone... Half the conversation was lost.
Ross Miller @ Oct 16th 2008 1:32PM
There was a separate introduction to the interview (that was broken out earlier this week) where he discussed SC2. The headline's been fixed: http://www.joystiq.com/2008/10/13/blizzard-vp-starcraft-2-trilogy-on-the-3-year-plan/
B @ Oct 16th 2008 11:02AM
I love Blizzard; they're such pragmatic and down-to-earth developers. Even when knee-deep in complaints from their fan base, they stick to their guns, because they believe they're right firmly and absolutely. And it's hard to argue with them when it's all said and done and you look back at their success. Commercially sure, but also just how amazingly fun their games are.
And just to throw my two cents in, I really like the new art direction.
Chuck @ Oct 16th 2008 12:22PM
It seems like Blizzard's recent design choice justifications have more to do with hand-waving to deflect criticism of the choice, and less to do with explaining why they actually put a system in the game.
How is putting a cooldown timer on potions a logical remedy to constant potion-runs and having them cluttering the inventory? Stackable potions or a stricter limit on the total number you can carry better address those problems, and also preserve the game's pace.
It's the same thing with stat points. Saying you don't want people to mistakenly allocate their points is a lousy explanation for an auto-assigned stat point mechanic, when a way to undo mistakes or confirm changes before committing are better fixes.
Blizzard has their own reasons for these gameplay changes, but they're not the ones Pardo and others feed us. Granted, they don't owe us any design rationales, but these explanations aren't helping to allay the concerns of their fanbase.
gundamxzero @ Oct 16th 2008 12:42PM
I dont mind auto stat allocation, it works in wow and most other mmos. If they wanna go with a manual one they need to give you the ability to respec. That was by far the most annoying thing with d2.
mirilene @ Oct 16th 2008 12:53PM
Chuck,
Having played the D3 demo last weekend, i can tell you what they're doing with the game, be it art, combat, mechanics or whatever, is 100% awesome and feels 10x as good as D2.
The potion system in D2 was obnoxious. I dont want to play the "fill my belt with 16 potions and spam the shit out of it" mini game. You still have potions, they're there if you need one, but its now a tactical move while playing instead of a necessity.
You kill things, you're rewarded with the ability to KEEP KILLING THINGS.
And seriously, the stat system in D2 was obnoxious as well. I played that game for a long time and it was never clear to me which stats were really helping me boost my character's abilities. Yes, i could do research and look online and find cookie cutter builds or something, but it was unintuitive and never felt like i was doing it right, even when i knew i was.
You still get to put points in places, except now they're in places that matter, like picking your skills, instead of worrying about making sure your sorceress has enough of one stat and not enough of another.
And finally, goddamn the Wizard is fun to play!
Kael @ Oct 17th 2008 12:21PM
Automatic stat distribution?! I've agreed with every gameplay change they've made so far, but I'm having a hard time accepting this one. In Diablo 1 & 2, stat distribution was... half the point of the game! By all means, provide a way to re-distribute those stats, and even provide an auto-level option like in Bioware's RPGs if you don't want to care, but to take it away completely is an unnecessary, bad move.
You might even say it's pointless.
lance @ Oct 16th 2008 2:27PM
Awesome!! The part about the economy and the items was exactly what I was looking for. Thanks Joystiq; great questions! What I also wanted to know about was the impact of gold on the economy and how has the trading system changed.