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Diablo Immortal Developers Pre-Release Interview
[Immortal]
由
CinereousStyx
发表于
2022/05/30,15:03
We had the chance to sit down with Rod Fergusson and Joe Grubb to talk about the upcoming launch of Diablo Immortal! Joe Grubb is the Principal Game Designer for Diablo Immortal and oversees many systems related to performance and player engagement. Rod Fergusson is the General Manager and head of the Diablo franchise, and oversees all things Diablo at Blizzard Entertainment.
Rather than provide a complete transcription of a long interview, we thought it would be helpful to summarize a few key talking points and new information that came up during the discussion.
Accessibility
The overall goal was to keep the systems specifications reasonable across the board. Mobile is one of the largest gaming platforms around the world and Diablo is a hugely popular franchise, so the intent is to enable as many people to play as possible, bolstered by PC support. The recent
accessibility blog
further details these features.
Design Based on Mobile
Mobile offers more direct control of your character, which can feel more immersive than traditional point and click mechanics. While the intent is to allow players to do something meaningful in as little as with five minutes while waiting in line or up to hours at a time in a long weekend session, the average Beta session length was 45 minutes, which was important feedback for the decision to also release the game on PC for those who enjoyed longer play sessions at home.
Iterative Tuning and Release Process
One of their key aspects to Alpha and Beta feedback was to look at how people were experiencing the game, where they were spending their time and who they were doing it with, allowing the team to respond by iterating on key areas of the game.
For example, PvP saw several changes over the course of the test period. The Cycle of Strive is a large scale end game PvP activity which turned out to be much more popular than anticipated, with more people wanting to be involved and a desire for a persistent social structure. As a result, the Shadow War was added to make the activity Clan based.
This feedback was also related to deciding on a PC client. One interesting comment was, "we had to make it first on our PCs to make it for mobile," so apparently it was not as huge a leap as some people have thought. The underlying idea again was "play it how you want it," including the choice to play solo, play with a group of friends, form a group for a given adventure, or just cooperate with random adventurers out in world.
Character Customization
Surprisingly deep for a mobile game, with many levels of menus and everything from skin tone to facial features and tattoos. One note was made that, in two dimensional portraits like in quest dialogue, the game uses a more "painterly" art style that does not pick up your three dimensional customization. They expect this might be a little confusing, since you can dramatically change your look, but it won't be replicated in your portrait.
Class Mechanics and Class Change
Tools will be coming out after launch to change classes, and of course you can play multiple characters (but there will be no trading between your characters). Most people will want to "pick a class and go deep," but with options like improved matchmaking, group play, and particularly in PvP it's all "many on many." So, all classes are meant to be viable.
For changing classes, you will go through the full customization process again from the beginning, but keep your character level and paragon level. You'll also get a set of basic gear, since most of the gear is class specific. This is really meant to help out players who have started with a particular class and are not feeling it, so they can try another class. The full spec and items are retained however, in case you try a new class and decide you'd prefer to go back to the old one.
A big thank you to Blizzard and to Rod and Joe for taking the time to talk about the Diablo Immortal development and deployment process. We're really looking forward to getting into game and seeing the results of changes since the beta!
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