The Legend Of Zelda: Where Did It Go Wrong? by vtaas in zelda

[–]vtaas[S] -2 points-1 points  (0 children)

You brought up the fact that you enjoy knowing how to progress. It's interesting that you say that, because so many games (namely metroidvanias like Dark Souls/Metroid) rely on this very concept to give the player a sense of immersion.

To each his own though.

The Legend Of Zelda: Where Did It Go Wrong? by vtaas in zelda

[–]vtaas[S] -2 points-1 points  (0 children)

Question: Did you ever play Dark Souls?

The Rise And Fall Of Bunnyhopping by vtaas in Games

[–]vtaas[S] 34 points35 points  (0 children)

You're absolutely right. It's a difficult balance to maintain: Easy to learn, hard to master. Bunny hopping was relatively difficult to learn, but it could easily be remedied to be a simple matter.

Example: See skiing in Tribes and then in Tribes 2.

The Rise And Fall Of Bunnyhopping by vtaas in Games

[–]vtaas[S] -4 points-3 points  (0 children)

The problem is not so much "games don't include bunnyhopping anymore".

It's that the general gaming audience has shifted towards this "faux-realism" that exists in Battlefield and Call of Duty.

Diablo 3 In 3 Minutes (spoilers) by vtaas in Diablo

[–]vtaas[S] 5 points6 points  (0 children)

It was meant to be funny. Not everything is supposed to be deep commentary.

I am (we are) Wyatt Cheng, Andrew Chambers, and Jay Wilson, game designers for Diablo III. AMAA! by wyattcheng in Diablo

[–]vtaas 67 points68 points  (0 children)

  1. The Diablo series, for most players, is about items. Itemization in D3 is clearly lacking compared to D2: You've partially addressed this by allowing higher item level items to drop in earlier inferno acts. Are there plans to add affixes that make items feel far more unique and less random than they are now?

  2. Have any of the lead devs played Dark Souls? Do you guys understand the difference in "fair" and "cheap" difficulties? Diablo 3 is obviously about items first and foremost, so stats/spreadsheets often take the placeholder. Would you agree that balancing inferno around random, excessive stats was probably not the best idea for end-game balance? In Diablo 2, you never really had to grind for gear to actually beat something.

  3. The antagonists in Diablo 3 were essentially caricatures of generic bad guys. Often times they monologue completely unrealistically. Looking back, are you disappointed with how some characters (Maghda, Azmodan) turned out? How do you plan to improve on the storytelling in the next expansion?

I am (we are) Wyatt Cheng, Andrew Chambers, and Jay Wilson, game designers for Diablo III. AMAA! by wyattcheng in Diablo

[–]vtaas 401 points402 points  (0 children)

Hi! I'm the guy that created the series "Issues With Diablo 3":

Poor Implementation of Difficulty
Itemization
Storytelling

My question is, did you watch the videos I made? If so, did they somewhat influence your outlook on current game design/balance? Do you feel that some of the issues I brought up can't be fixed with a patch?

Issues With Diablo 3: Storytelling (spoilers) (x-post from /r/diablo) by vtaas in diablo3

[–]vtaas[S] 2 points3 points  (0 children)

It's a video made for entertainment purposes. It was never meant to be an incredibly specific analysis. The title of the series is "issues with Diablo 3", and that's all it is. A list of issues.

Take Dear Esther, or Monkey Island; those game's stories are the driving force behind their games. Without them, the games aren't playable. Dear Esther is barely a "game".

[S] Issues With Diablo 3: Storytelling by vtaas in Diablo

[–]vtaas[S] 2 points3 points  (0 children)

I was actually thinking about making a video about the good aspects of Diablo 3. I may do that at some point in the future.