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==Quests as Story==The [[D3 Team]] is trying to make [[Diablo III]] much more [[story]]-driven. They want the characters to be individuals and to be important figures in the world; not just interchangeable errand boys, as they usually were in Diablo II. [[Leonard Boyarsky]] talked about this in an interview in September, 2008.[http://www.gamebanshee.com/interviews/diabloiii2.php] ::The RPG elements we're focusing on developing more this time around are in the areas of story and character development. We really want you to feel like you can have an effect on the world -- and that the world can affect your character in turn. In the past, action-RPGs have either come down on the side of action or RPG, and we don't think that's a choice that necessarily has to be made. Our goal is to make the RPG-style story elements more engaging than they previously have been in the action-RPG genre. The main way we do this without interfering with the hack-and-slash gameplay is by making it opt-in -- if you don't care about the story, or if you’re replaying the game and have already seen the story elements, the game will still be fun, but if you do care about it, the story will bring a whole extra level of involvement to the game experience. ::A central feature of this philosophy is making as few quests as possible mandatory, but having a wide variety of interesting side quests and random quests to play through if you want to. We are also doing a lot with scripted sequences and books that you can read in the game, but once again, you can completely avoid these things if they don't interest you.  There will also be quests related to the lore/story of the game, though they're not about to give out any specifics yet. This was discussed in the [[WWI_2008:_D3_Lore_and_Environmental_Art_Panel|WWI 2008 Lore and Environmental Art Panel]], when a fan asked if there would be quests to obtain special items, such as the [[Horadric Cube]]. ::The way the process works is we look into the story and lore and we want that to drive the gameplay and quests. Even if I knew for sure, which I don't, we wouldn't be divulging specific details yet. There will be quests related to lore. That's what we want our quests to be this time. We don't want to have quests just to get this or that. We want it to resonate with main story. So things like Horadric cube we don't know specifically, but we know everyone loves that type of thing we work on story side with game and item designers and that stuff comes bout organically. That's how it came about in D2 also, they didn't set out to make the cube, it just came about through the game design process.    ===Known Quests===
The first few quests to be revealed were seen in the [[BlizzCon 2008|BlizzCon]] demo in October 2008. They were simple, straight-forward quests that could fit neatly into the small dungeon that was enabled in that show build, but they give some idea of how quests will work in the game. Click the following links to read the individual articles about each quest.
* [[Escort Mission]]
* [[The Skeleton King]]
 
[[Jay Wilson]] talked about some of the quests seen in the Blizzcon demo in an interview in December, 2008.[http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=]
 
::'''1UP:''' Can you cite some specific scripted events that might pop up during a typical playthrough?
::'''Jay Wilson:''' We had a lot of them in our BlizzCon build. [In one of them, there was] a series of ghosts at an altar who were seeking an object that you'd get to prove your worth. If you did get it, then they would test you by having big powerful monsters attack you -- and if you passed, you got a nice reward. Another one was coming across some fellow adventurers stranded in a dungeon who'd need your help to get out.
==Quests as StoryScripted Events==The D3 Team is trying to make D3 much more [[storyJay Wilson]]-driven. They want talked about some of the characters to be individuals and to be important figures scripted events seen in the world; not just interchangeable errand boysBlizzCon demo in an interview in December, as they usually were in Diablo II2008. [[Leonard Boyarsky]] talked about this [http://www.gamebanshee1up.com/interviewsdo/diabloiii2previewPage?pager.php in in an interview in September, 2008offset=2&cId=3172030&p=].
::The RPG elements we're focusing on developing more this time around are in the areas We had a lot of story and character development. We really want you to feel like you can have an effect on the world -- and that the world can affect your character [scripted events] in turnour BlizzCon build. [In the pastone of them, action-RPGs have either come down on the side there was] a series of action or RPG, and we don't think ghosts at an altar who were seeking an object thatyou's a choice that necessarily has d get to be madeprove your worth. Our goal is to make the RPG-style story elements more engaging than If you did get it, then they previously have been in the actionwould test you by having big powerful monsters attack you -RPG genre. The main way we do this without interfering with the hack-and-slash gameplay is by making it opt-in -- if you don't care about the story, or if you’re replaying the game and have already seen the story elementspassed, the game will still be fun, but if you do care about it, the story will bring got a nice reward. Another one was coming across some fellow adventurers stranded in a whole extra level of involvement dungeon who'd need your help to the game experienceget out.
::A central feature of this philosophy is making as few quests as possible mandatory, but having a wide variety of interesting side quests and random quests to play through if you want to. We are also doing a lot with scripted sequences and books that you can read in the game, but once again, you can completely avoid these things if they don't interest you.
There will also be quests related to the lore/story of the game, though they're not about to give out any specifics yet. This was discussed in the [[WWI_2008:_D3_Lore_and_Environmental_Art_Panel|WWI 2008 Lore and Environmental Art Panel]], when a fan asked if there would be quests to obtain special items, such as the [[Horadric Cube]].
::The way the process works is we look into the story and lore and we want that to drive the gameplay and quests. Even if I knew for sure, which I don't, we wouldn't be divulging specific details yet. There will be quests related to lore. That's what we want our quests to be this time. We don't want to have quests just to get this or that. We want it to resonate with main story. So things like Horadric cube we don't know specifically, but we know everyone loves that type of thing we work on story side with game and item designers and that stuff comes bout organically. That's how it came about in D2 also, they didn't set out to make the cube, it just came about through the game design process.
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