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811 bytes removed, 04:06, 16 December 2011
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archived zoomed conversations
Julian Love: Probably, but it's undetermined at this point. I think in the demo that we have here, there's just over 30 different things that can happen in all the spots. Whether that's too high or too low will be partly based on what feedback we're going to see from the people that actually got a chance to play it here, and based on what we feel like. We know how we feel about it right now but we want to compare that to what the players who have a chance to play feel, and then we're going to try to look at that again. So this is one big area, what a smaller area or one that's more linear has is also yet to be determined. But certainly way more things will happen in one playing area than happened in Diablo II.</blue>
 
==Quest Conversations==
[[Image:Injured_villager_talks_to_Wizard.jpg|right|thumb|150px|[[Wizard]] talks to [[Injured Villager]], who starts [[The Skeleton King]] quest.]]
[[NPC]] conversations in Diablo III are shown in the normal game screen. The camera merely zooms in a bit. The conversation is ended and the screen returns to normal if you click anywhere outside of the dialogue tree, or press the space bar or Esc key.
 
When the game debuted at the [[WWI 2008|WWI event]] in June 2008, NPC conversations were portrayed in a special pop up window. This approach was abandoned soon after, since the D3 Team felt that it took players out of the flow of the game.
 
[[Image:Npc-interaction.jpg|center|thumb|600px|Early concept for NPC dialogue; now removed. The [[Barbarian]] speaks with [[Deckard Cain]].]]