The Diablo Formula and how Diablo 3 falls short
#47
(07-09-2012, 03:16 PM)Gnollguy Wrote: I don't think any of the games were designed from the start to have infinite replay.

Actually, that's exactly how they were designed (in theory, not literally). It says it right on the box: "Unprecedented replayability - Diablo creates a unique labyrinth every time you play". That's what made Diablo so innovative. It leveraged random elements and clever algorithms to allow the game to create new content on its own. New content is fun to play; it maintains the player's interest and keeps the game fresh.

A puzzle game relies on someone releasing new puzzles. With D&D they have to publish new adventures. MMOs today follow the same format - the developer has to design and release new areas. The magic of Diablo was that no one had to design new levels. By using a bunch of random elements in series the game came with millions of permutations built-in.
--Lang

Diabolic Psyche - the site with Diablo on the Brain!
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RE: The Diablo Formula and how Diablo 3 falls short - by the Langolier - 07-20-2012, 11:01 PM

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