Interview|Interview mit Leonard Boyarsky (World Designer)

Veröffentlicht von: Gryphus am 02. 2008 um 18:58 Uhr

Leonard Boyarsky, Lead World Designer bei Blizzard Entertainment. Er ist verantwortlich dafür, was wir in der Welt alles sehen wreden bzw. an welchen Stellen eine Truhe steht. Bei den Kollegen bei Gamasutra hat er ein Interview gegeben. Es bezihet sich mit unter darauf, welche Unterschiede es zwischen Single- und Multiplayer gibt. Ebenso kann durch das Interview vermutet werden, dass Diablo 3 seit mindestens dem Jahre 2004 in der Entwicklung ist, bzw. zu dieser zeit die ersten Konzept-Zeichnung oder Ideen entstanden sind. Neben einigen interessanten Informationen gibt er auch noch ein wenig was über das Team rund um Diablo III bekannt, so sind es ungefähr 50 Leute, die an dem neuen Hack n´Slay Spiel Diablo 3 arbeiten.

    But is there anything you can do in a single-player experience that you’re missing out on when you go to massively multiplayer or co-op?

    LB: I don’t know about missing out. The way we’re approaching it from a philosophical standpoint is that we want the single-player storyline to be a very strong story.

    I think this is what people in the past have said - that you have a multiplayer game which has less of the immersion or less of the feeling that you’re changing the world, or you go straight for just pure multiplayer. One of the things we’re trying to do with this game is to break away from that -

    So it’s a multiplayer story.

    LB: It’s kind of like, "I’m playing a single-player experience, but I can share that with my friends." There are going to be things like class quests that only certain classes go on, but my friends can get experience from going on those and helping me.

    Different classes might see the story differently, because they’re from different civilizations. Those are things people haven’t really explored in the multiplayer space. The one thing Blizzard does is, if multiplayer is a component, which it always is, we start with that at the very beginning.

    But we want that - precisely what you’re talking about - we wanted that kind of single-player experience, which I think is the heart of a group-based, old role-playing experience when you’d sit around the table with your friends rolling dice.

    That’s the kind of thing I think has been missing from a co-op multiplayer game, the feeling that you’re really progressing through a story.


Link: Hier gehts zum Interview mit Leonard Boyarsky













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