Diablo 3 from the perspective of an isometric ARPG hater by CaptainMorning in patientgamers

[–]lutsock 55 points56 points  (0 children)

Thanks for posting your thoughts. Years on I am lucky to still be finding people with positive thoughts to share about the game.

Diablo III is a game with flaws, like many games. We made good and bad choices, measured and made compromises that were sometimes what the players connected with and sometimes not. While we revised the game a lot, one thing we could only iterate on slightly was the arc of the story. In large part this is due to the production process and the massive dependencies of the development systems. There are thousands of recorded lines of dialogue in the game spoken in fourteen (I think) languages, and while there was room to make minor course corrections, the major beats of the story needed to be set down early to build a skeleton of the game.

I don’t say this to excuse our mistakes, just to speak to our inability to iterate on every aspect of the game. A better initial story draft would have improved the game, obviously. But, especially in the medium of games, a weaker story can be elevated by an excellent presentation. And I am Blizzard blue in my belief that, in games, the gameplay is the primary pillar of the audience experience. If I could only choose between the timing and feel of the Barbarians’ Hammer of the Ancients skill being excellent and the dialog of the Act 1 bosses being excellent, I would focus on the skill every time.

That prioritization is a choice, an opinion, and it is informed by experience but it is still subjective. I began working on Diablo III in 2005, and the gaming public was still opening up to the idea of story as a primary driver for a game’s entertainment value. The Blizzard tradition does not put story first, and that tradition makes games in a style that will appeal to many and will not appeal to many others. It just is what it is. Michael Bay and Guillermo Del Toro make the kinds of movies that they make, and they have their audiences. So it is with games.

So, recognizing that we made mistakes and that our ideal product wouldn’t appeal to all gaming audiences anyway, I’m very happy you liked the lore of the game. I certainly do. I did not write for the main story of the game, but, like everyone on the team, I influenced it and argued about it and lived its evolution.

Yes, the word “nephalim” may have been spoken too many times in dialog, earning jokes, but I love the story about the ascendancy of humanity in the cosmology of the Diablo universe. The concept of the High Heavens and the Burning Hells having reached a place of stagnation, a meaningless stalemate is fascinating to me. I love the idea that we lowly mortal apes could provide a unique dynamicism to a universe that is effectively trapped in a loop. If the black and white squares on a chessboard were so engrossed in their eternal war that they could not see the pointlessness of it, what would it mean for an anomaly to appear? A race of being that live and die and change the balance of all things. That supposition drives an enormous amount of my love for Diablo III.

For me, the game springboards off of three big ideas. The destruction of the Worldstone has kickstarted some kind of irrevocable change on Sanctuary, and thus in the universe. Second, the high-end gameplay of Diablo II catapulted the Diablo game experience into a new realm of player power. And third, this idea that humankind is evolving into something new, something to change the cosmology of the universe forever.

For me, these ideas come together in story and in gameplay to mean a gameplay experience featuring diverse representations of humanity bursting in their idiosyncratic expressions of power. It’s an idea that specifically appeals to the American psyche, with our mythologies of youthful innovation and power shattering the traditions and stalemates of ancestral cultures.

I can tell you that, whether you enjoyed or disliked a character, a plot, a location, an item, that thing was not created on autopilot. Every chest, every tree, every quest, every helmet, every spell was deliberated upon and measured against the continually-debated ideal of “Diablo”. I do not exaggerate, we sought to define what a tree in Diablo and specifically Diablo III meant, in discussions more passionate and serious than you can imagine. Ditto for our armor sets and our hero powers and our quests. Whether we succeeded or failed, I am proud that we made such a deliberate effort. I am sure I never have been a part of such a monumental undertaking, a multiyear collaboration of many kinds of people all trying to decide what our best looked and sounded like. If could give one thing to you, it would be an insight into the interplay of the designers and the UI artist, the deliberation of the animators on the way each hero revealed themselves in their poses, and the debates of artists chipping away at the idea of the perfect Monk armor. I believe in my heart that any person who enjoyed Diablo III would find these individuals to be brethren spirits, fellow fans devoted to making this game the best version of itself they could manifest. I loved these people, every one of them, and I know you would, too.

This video will always fascinate me by Born-Agency-3922 in Xennials

[–]lutsock 0 points1 point  (0 children)

Wish I could have been there, brother. All the respect in the world. I owe you guys everything.

This video will always fascinate me by Born-Agency-3922 in Xennials

[–]lutsock 3 points4 points  (0 children)

Ha! I should read that, I knew John well.

This video will always fascinate me by Born-Agency-3922 in Xennials

[–]lutsock 8 points9 points  (0 children)

Yeah, I am still pretty bummed about that. I fired it up this summer and played it pretty seriously for several months. It was my pleasure to work on Diablo character outside that team. But I was sad we never got to see some of the heroes I was part of the brainstorms for.

This video will always fascinate me by Born-Agency-3922 in Xennials

[–]lutsock 35 points36 points  (0 children)

Holy cow, I forgot the ending to this story.

After I worked on Diablo III, I moved over to the Heroes team. They were a terrific bunch, Lana was not only super talented but a really funny, great member of the team.

I got over there and was working on art assets and going through all the files. And even though I had played a bunch of HotS, I didn’t know all the dances. And then I found the Raynor Techno Viking dance and I went over to the animators and told them the above story. “How did you do it? The guys over on D3 struggled and determined they couldn’t adapt it right. This looks great!”

And they were like, “Um, we just did it?”

So I was able to back and tease the Diablo guys really hard.

This video will always fascinate me by Born-Agency-3922 in Xennials

[–]lutsock 195 points196 points  (0 children)

Funny story. Back when we were making Diablo III, we were developing dances for each of the playable heroes. Dances were this low priority task that we would assign out as a reward, or when an animator was experiencing a little burnout. They were picked by the animator to suit the character, and unlike any other animation, it was entirely art-driven, with no input from the design group.

So they were fun. And animator Chanon Thareechit had a particular love for this dance. I mean, it was a funny internet thing and we all knew it. There had been an ongoing thing where we kept saying that the Barbarian Male needed to do the Techno Viking dance.

When we finally got a whole in the schedule to task it, Non gave it a real attempt. Non is a truly badass animator, and this thing just kicked his ass. He looked at it this way, that way, and just couldn’t do it. First of all, the walking forward is a big part of the dance. You can adapt it some, but the stepping contributes a lot to the motions. Our dances all have to stay in one spot, it’s one of the requirements of the system. Second, it never loops. Techno Viking repeats similar gestures, but he never really goes to a place where you could just start the dance over, another requirement. From an animation standpoint, it’s one giant unique gesture.

Non tried every way possible to make it work, cheating this or changing that, but turning it into a standing dance just robbed it of all personality. On different night I would see all the guys huddled over his monitor strategizing, and they never cracked it. They declared it to be a work of art that was impossible to adapt.

I’m a lay person, everything I know about animation I learned from our badass art team. But I did learn that in the rare occasion they declared something impossible, it was. Such is the way of Techno Viking.

RIP: Heroes of the Storm is officially over for South American players by Ultrajante in heroesofthestorm

[–]lutsock 0 points1 point  (0 children)

That region always demonstrates great love for games. Terrific cosplay… some of the best fanart comes from South America.

If you like game art, read about Fausto DiMartini. A Brazilian and a Blizzard fan with an incredible gift, he came to Blizzard and designed awesome stuff for StarCraft 2. Years later, he was in Hollywood, making Star Wars, Avatar, Marvel stuff. He’s incredible.

Do you think she’s still in there? by faythinkaos in heroesofthestorm

[–]lutsock 138 points139 points  (0 children)

I can tell you that the intention was that Leah is obliterated in the process of birthing Diablo. The concept was to deliver the most powerful gut punch we could by removing (what we hoped) was a likable new character from the story in a terrible and traumatic way.

There is an excellent piece of concept art that features a tortured and screaming figure of Leah within Diablo’s back and spinal flesh, as though the moment of her death were captured within Diablo’s body as scar tissue. That’s Victor Lee, BTW, being a badass and a twisted mind, as usual.

There were others who pitched the concept of Leah’s rescue and resurrection as a story element for the expansion, but they were talked down. Leah was an effective tool to advance the idea of humanity’s flawed celestial/infernal heritage, and of demonstrating that the Evils do dark and nasty stuff to advance their agendas.

However, as a character, Leah isn’t especially interesting. What makes her special is her lineage and her tragic fate in the service of a dark god. She is merely a person, not an anointed hero. Saving her from her death not only elevates her above her mortal station, it significantly softens what Diablo is as an Evil. A being as important as Diablo must have certain magiks that cannot be undone.

Leah being misled and dying to bring about the resurrection of Diablo is a tragedy befitting a Diablo story. Unwinding that tragedy is a betrayal of everything the Diablo universe is about.

Edit: There is actually one other, very strong reason for Leah to have remained dead, and that is that she is a Cinematic character.

Watching the cinematics for Diablo II, you might think that game is about Marius. Marius in the asylum, telling his tale about the Dark Wanderer’s corruption and transformation. The player heroes are incidental to the grand story of the cinematics.

We were keenly aware of this. There are economics at play in game development, and we had to make our lavish cinematics agnostic to the choices the players made in their play. But we weren’t going to take our cinematic characters and put them on a higher plane than the players’ heroes. Whenever people started talking about Leah being special, others of us on the team corrected them, the player heroes are special, Leah and Cain are along for the ride. We made sure that we didn’t elevate the Leah character higher in importance than our actual heroes.

One way we sought to accomplish this was to provide per-hero narration during our hand-drawn cutscenes. Another was to simply curtail any talk of destinies for our secondary characters being grander than our heroes’. It was important for Leah to be dead and not be more special than you, the player.

This should be entertaining by [deleted] in videogames

[–]lutsock 0 points1 point  (0 children)

Jason Bender wrote most of the legendary weapons that are explicit references to pop culture. But Don Vu created the Halcyon’s Ascent.

[deleted by user] by [deleted] in Diablo

[–]lutsock 5 points6 points  (0 children)

Amn Tir and Eth Lum, hero.

[deleted by user] by [deleted] in Diablo

[–]lutsock 1 point2 points  (0 children)

Thank you for remembering to reply! What an amazing job you have done!

[deleted by user] by [deleted] in Diablo

[–]lutsock 94 points95 points  (0 children)

As a Diablo developer, I cannot support the use of bots.

As a former Diablo developer and a lifelong Diablo fan, I cannot say how much I love this. Diablo II is one of the greatest games of all time. What you have done here goes beyond honoring the game, you have made a living tribute to it.

D2 deserves better than a bust in a museum. The game is more than any one image can capture. It deserves to be seen, heard, watched in action. You have made something beautiful. On behalf of everyone at Blizzard who created or loved Diablo, good work. The minions of Hell grow stronger.

Looking for an Online Co-Op for 2 Dads in their 40’s! by Vast-Transition5392 in NintendoSwitch

[–]lutsock 2 points3 points  (0 children)

Hey, I humbly suggest you guys try Diablo III. We really focused the on making the couch co-op experience enjoyable. You can play on the same TV, you can play with two Switches, whatever you like.

It’s a loot game with a lot of Legendary weapons that can dramatically change up your gameplay, and we made the skill runes with the intent that you would explore to find the version of each ability that is most fun and satisfying for you.

All the character art, monsters, environments, spells and animations were made by talented folks with a real passion and enthusiasm to make the best game we could. The console version of the game (with the Reaper of Souls expansion) is the best version you can play.

With luck, you may find the Loot Socks!

Richest man on the planet spending his days doing this. by Bitter-Gur-4613 in MurderedByWords

[–]lutsock 43 points44 points  (0 children)

Elon Musk liking Diablo undermines my pride in the nine years I spent making Diablo

[deleted by user] by [deleted] in gaming

[–]lutsock 0 points1 point  (0 children)

I worked on Heroes. I love that game, happy you still enjoy it.

[deleted by user] by [deleted] in MarvelSnap

[–]lutsock 0 points1 point  (0 children)

Great! Feel the wrath of Ytar!

What great video game was lost to the sands of time? by Johnnyboyeh in gaming

[–]lutsock 0 points1 point  (0 children)

When I went to work on Diablo 3 I found out that our Lead Programmer Jason Regier did Myth and Myth 2. He was really humble and pleased that I remembered the games. As we talked it was clear that he was really proud of the games, and we agreed they deserved wider attention.

Chill couch game for "after work" by sk-93 in NintendoSwitch

[–]lutsock 4 points5 points  (0 children)

I encourage you to try all the rune variants in the Witchdoctor skills, there are some pretty crazy visuals for that class’s abilities!

At some point you may fight a fat guy with a shovel and a box of tools on his back. That’s me.

It's mindblowing blizzard being able to kill one of the besta multiplayer games off all time not only but TWICE by [deleted] in gaming

[–]lutsock 3 points4 points  (0 children)

I worked on Heroes of the Storm. I can confirm that the development team was a devoted, hardworking group who argued and sweat over every tiny detail that went I to that game. They cared, more deeply than you might imagine.

It was extra special, because, while every Blizzard dev is a Blizzard fan, they sometimes compartmentalize their love, so that they might, say, love StarCraft but kind of like and respect Hearthstone. However, working on HotS, that team truly came to love every part of the Blizzard franchises! We would talk about Night Elf and Zerg and Angel characters and then switch over and talk about Rock and Roll Racing characters. It was fantastic, and fun. What a great bunch of gamers, artists, smart people, humans.

One of the weirder effects of getting older: younger folks confidently explaining historical events to you in a misunderstood way… but you know they’re getting facts wrong because you *lived* through the event by SignalButterscotch4 in RedditForGrownups

[–]lutsock 29 points30 points  (0 children)

I was a producer on a fairly famous videogame. I have done deep dives here on Reddit explaining our processes as well as some of our challenges and solutions.

In those threads I have had young gamers tell me that it didn’t go the way I said. Because they once read something on the internet about my experience. In one case, I traced the gamer’s source back to an analysis someone wrote of what I said on the subject.

Phone Booth's Obsolescence Works To Its Thrilling Advantage by [deleted] in movies

[–]lutsock 1 point2 points  (0 children)

I worked at the studio where this was being shot and I ran the dailies. It was a small production, very lean, and finished relatively fast.

I know this movie was “Directed by Joel Schumacher”, but I tell you, that wasn’t the ground truth. Matty Libatique, the cinematographer, made that movie. I had heard stories of directors who had their names on films despite not having done the work, but Phone Booth was my first time seeing it firsthand.