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Diablo III Interview - interview|
| (hx) 12:39 AM CEST - Jul,27 2008 | 
IGN.AU
has conducted an interview with Leonard Boyarsky, Diablo 3's lead world
designer. Here's a taster:
IGN: What would be that thing that would pique someone's interest? What
are you building in that could draw someone's interest and make them want to
know more about the lore?
Leonard Boyarsky: What we're thinking is that there are certain things
you can see or have happen, that - if I run across a scripted event or I see two
people fighting or a conversation that I can overhear as I'm running by that
gives me a piece of information that I can use later, but I don't need it. The
hardcore action guys, they are first and foremost number crunchers, they're loot
crunchers, they want the best gaming experience in terms of, like, how to
maximise those areas, so if we can drop clues into the story as to how they can
maximise their loot and maximise their armour, that would intrigue, I think, the
hardcore action player to maybe look more into that. Obviously that wouldn't be
the only way, and the minute the game comes out all that stuff is going to be
available on the website anyway. There's going to be some people who just want
to play it as an action game and that's fine. Our goal isn't to impede that at
all, it's just - we want it there for the people that really want it.
IGN: In terms of drawing people into the game, you've introduced voices
for the player characters. What was the process behind that decision? On one
hand, with a player character that doesn't talk, you embody that role, whereas
there's a danger that the player is distanced from a character with a defined
personality.
Leonard Boyarsky: We went back and forth a lot on that. First we wanted
to do it, then we didn't want to do it, then we wanted to do it. The reason we
decided we wanted to do it was because it really enables us to have your player
drive the action more.
IGN: How much choice do you have as a player to shape your character's
persona? Dialogue trees or anything like that?
Leonard Boyarsky: There won't be any dialogue trees per se, but we're
working on ways of your player affecting things. That's all I'll really say
about that right now. We do want your player to feel like he's driving the
story, and we looked at it more like a character that you can watch develop and
identify with, as if, a bit more like a book you're reading or a movie you're
watching, you know, a character you can identify with and be fired up to be that
character, be excited to be that character. And it remains to be seen whether
people get behind that or not. It is a risk...
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