Sunday, February 24, 2013

Everything Bad in Diablo 3 is due to the Simultaneous Console Development




This seems to be the biggest or more angry complaint, so I’ll hit it right at the start. First of all, it’s hard not to notice that there’s a bit of a Mad Libs aspect to this, where the complaints stay the same and only the noun to blame changes. D3 sucks because ________ (Choose one: Jay Wilson, RMAH, Bobby Kotick, Console version, Global Warming.)


That said, as someone who used the phrase “dumbed down D3″ often enough that I made a news category for it, there is an argument to be made here. The skill interface remodel is the biggest example of a system that appears to have been simplified in function and appearance, and possibly part of the reason behind the change was to make it more console-friendly.

Background: All during development Runes tones were objects you found from monster drops (like gems, basically) and you socketed them into skills to modify the function of the skill. There were five different types of runes tones and up to seven quality levels, and the theory was that players would collect them and try different ones out in their skills.

There were problems with the system, though: The devs said that people tended not to desocket and resocket and thus didn't experiment much, that the runes tones completely clogged your inventory (especially when they got magical affixes on them and thus every one was different and unstack able), and that it was a generally cumbersome and complicated system. These points were strongly argued by guys from the WoW strike team when they did a full play through of Diablo 3 in late 2011, and that led to the entire system being reworked (and improved?) As you see in the game today, each skill has a base form and then 5 rune effects, but you don’t require runes tones to change them, and you’re able to switch freely between them any time. sell cheap diablo 3 gold

Whatever you think of that change, if clearly necessitated a reworking of the UI. Before then, you only saw the runes tone effect when you hovered on the runes tone. The basic skill window only showed the base skill function, so a new UI was required that could show the base skill, plus all of the rune effects in one place. And not just in some long hover tool tip. Which is why we've now got the one big skill window that fills the entire screen, rather than small icons that appear on a side window like you get with the Inventory or Follower.

There was a ton of debate about that system and change at the time, (I wasn't a fan of the change) and some people did indeed say it was a change made to match up with the Console. And maybe it was, but I don’t think it’s exactly Exhibit A. After all, they had to change the UI to show all the rune effects and the skill at once, so some sort of change was required. And it’s not like they overhauled everything in the PC game for the console; look at the feature list and screenshots from yesterday: no paper doll, no inventory grid, different way point menu, no belt interface, etc.

So yeah, the skill UI changed back in late 2011 (and went into the Beta in Feb 2012), and many of us weren't big fans of the change. But there’s nothing really linking that change to the console UI, and we see tons of other UI changes for the console that would definitely be worth outrage if they came to the PC.

Also note that as of October 2011, when the big skill UI overhaul was under way, the Diablo console “team” consisted of three people. The project was hardly even begun, and if you believe that the other 150 people working frantically to finish Diablo 3 were missing deadlines because they were throwing out entire game systems and reworking the UI so that they might save the console developers a bit of effort 8 or 10 or 12 months later… yeah. buy diablo gold cheap

Sell Runescape Items   acheter des kamas   sell Guild Wars 2 gold

No comments:

Post a Comment