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Death
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===Player Fatalities===
[[Image:Mon-siegebreaker-decapitation.jpg|thumb|250px|[[Siegebreaker]] chomps.]]Fan hopes were raised for special player death animations when the game debuted in 2008 with a gameplay video. In the conclusion of that video [[Siegebreaker]] inflicted a special decapitation kill to a Barbarian, and the developers said this sort of thing that [[Fatalities]] would be included in the game for some of the special bosses.<ref>[http://www.diii.net/n/681638/bashiok-quick-answers Bashiok forum post] - August 2009</ref>
<blue><font color="#FFFFFF">Will there be more boss-specific [[fatalities]] like the [[Barbarian]] head bite by Siegebreaker?</font><br>
Bashiok: That's what we would like to do. We'd like it that when a player dies to a boss we may have a special/random event or death animation specific to that boss. So if you're going to die or have died to a boss, there's a random chance that you'll see something other than a normal death. That's the dream any way.</blue>
<blue>Well what we want to do with that, especially for particular bosses is have when essentially when the player is very low on health and they're about to die the boss essentially checks like when it attacks you, did I just do enough damage to kill you? And if so then instead of just doing his normal attack he'd actually play some kind of special I pick you up and eat you or I throw you up in the air and knock you around like a baseball or something like that. It's a system that really our announcement video we tested it for the first time, mainly just to see – can we actually do this kind of animation interaction between the characters but the actual system itself is still not in there but we do plan to do that and that's primarily where.
We might do some other things, we've talked about [[physics]] based deaths we've talked about having the characters if they like die to a cold monster he might completely freeze solid into a statue and then shatter or things like that but we haven't decided at this point if that's exactly what we're going to do.</blue>
We have our wish lists, but it’s a balancing act of resources. Ideally our choices when balancing go toward setting realistic limitations, and producing the best game possible. </blue>
==References==