Not being able to equip items/ class is silly
by Clan-iraq | 11/03/2010 08:04:50![]() "Artists can't render that many animations" is a bogus excuse. As if there wasn't already a very talented art team at work with lots of time, theres the simple moddability of a replaceable animation; you can have swinging, stabbing, etc and attach the weapon models in there. Thats basic stuff. From a design standpoint, its foolish an restrictive. Its an instance of flavor clearing getting in the way of gameplay. Much of the emergent gameplay in D2 was from things you didn't expect, well actually thats pretty much the definition. And it was being able to do things like wear Buriza Crossbow on a Wolf Druid or make a big bad PvP barbarian using an archon staff; these cool builds are what add so much depth to the game. Diablo 2 was a very poor game that nobody enjoyed, because each class was forced to use a single item / skill combination. Notice how this is not true. I wish I could say the same of D3, but artificially restricting our choices with things like "monks can't have shield, barbs can't have staves" makes me lose hope . |
by Bashiok | 11/03/2010 19:14:44![]()
I don't think we've ever put that forward as the main excuse, but... well, it is the main excuse. It's not bogus though it's absolutely a true and real situation. Animation takes time. There are schedules and we have to try to set realistic goals for what we can achieve so we can try to get this game out sometime before we die of old age.
You're dismissively downplaying the amount of work needed to animate every weapon type. It's important to note that we aren't going to just slap on animations. We'll do it right or we won't do it. There is some overlap in weapon animations, but generally every weapon needs a full range of adaptation to the character. We can't animate a 1h sword and then equip a 1h axe and be happy with it being wielded in the same manner. In addition we don't want weapons disappearing whenever the hero does anything but a basic attack, so they have to be animated into emotes, idles, and a lot of skills and abilities. Every weapon. Some people noticed weapons disappear during some of the monk abilities. We don't like that. Most of that was due to time constraints to get that demo finished. Again there is some overlap - staves share a lot of the same animation with the other 2h weapons, but to dismiss it as "just animate it and slap it on and it works!" is seriously oversimplifying our processes. Maybe some other games do it that way. Good news is that animation seems to be ahead of schedule, so we're working on a new definition of restrictions that's based more on class flavor than anything else. (Didn't I just post about this?) For instance we don't want anyone but the barbarian or monk dual-wielding, we don't want anyone but the witch doctor or wizard using wands, we don't want anyone but the wizard to wield orbs, fist weapons will probably only be usable by the monk, etc. etc. but other than for flavor reasons most of the restrictions are being removed. All subject to change of course. sink your teeth into the flesh of midnight night forever more, let them see it has begun |
by Bashiok | 11/03/2010 20:39:33![]()
There are approximately 30 animations for every weapon type, for every class, for both genders. Now granted again there is some overlap but not to a degree that makes animation inconsequential. And to reiterate, we're not going to slap things on and call it done. It's true that we could take a stave animation for the wizard and make some minor tweaks and tah-dah, 2h swords work now. But there's a process to each weapon. The animation team meets and determines how the class would wield a specific weapon, what their character imparts to the feeling and tone of the animations, and that the tone is consistent through the character. The animations tell a story about who this person is and what they're capable of.
Bruce Lee would not use a shield, and neither would the monk.
Being willing to take as much time as necessary is not the same as working without a plan. sink your teeth into the flesh of midnight night forever more, let them see it has begun |
by Bashiok | 12/03/2010 03:38:44![]() I think it's jumping to an extreme conclusion to say that a few weapon restrictions will ruin build and experimentation variety (ok being fair I know you're not quite claiming "ruin" but...). If it ruins build experimentation and variety then we'll fix it. But I think it is accurate to say that weapon restrictions will encourage trading, but more accurately to the reasons we present - build a sense of immersion with who these heroes are and the character that shows through every aspect of the way they're presented and behave. I'm not sure barbs running around dual wielding wands is emergent gameplay we want to stomach. Or that makes anyone playing think "That's awesome! This game is awesome!" no, you're going to see a 9-foot tall behemoth running around shooting magic out of little sticks. That's not what a barbarian should be doing, build potential or not. You say it will lower the amount of possibilities of outfitting a character, and that's obviously true, but we don't feel that the possibilities lost are so vast and substantial as to hurt character customization. If it does, we'll fix it. We're not going to put out a game that has poor character customization because we don't like the idea of wizards running around dual wielding axes. If that makes character build potential severely limited, that's fine, we were wrong and we'll fix it. I don't think we'll be wrong though. [ Post edited by Bashiok ] sink your teeth into the flesh of midnight night forever more, let them see it has begun |
by Bashiok | 12/03/2010 04:01:53![]()
I don't understand what you just said, but I love your name. sink your teeth into the flesh of midnight night forever more, let them see it has begun |
by Bashiok | 12/03/2010 04:11:16![]()
No worries, I have a roomba. It's hungry. sink your teeth into the flesh of midnight night forever more, let them see it has begun |
by Bashiok | 12/03/2010 18:39:39![]()
That's cool. Well selectively quoting the parts of my posts that allow you to continue your point is wearing a little thin, so, I'm done here. |
by Bashiok | 12/03/2010 20:33:51![]()
You're right, it would be silly to say that we're going to do it this way with no idea of what the impact could be. But we're not. We know what the impact will be, and we don't feel it's an issue. If it becomes an issue then we can fix it. I'm sure in your game designs everything works first try because you've planned so well, but here at Blizzard I guess we just have bad luck and in some cases things don't work and we have to try a few different solutions once we get things into practice. Maybe we'll get a game right first shot one of these days. We're still just hoping for our big break! |
by Bashiok | 12/03/2010 20:58:32![]()
Give me a break. You were directly attacking our design process with an tone of "I know better". Let's not pretend that you haven't been pushing your exclamation of design expertise into every post. I'm perfectly willing to discuss decisions and philosophy, that's why I'm here. But when the reasoning is ignored to instead focus on single sentences or partial quotes that's when the conversation stops and I just back away and let you talk to the wall. I have your feedback, you don't think there should be any item restrictions. Got it. Thank you. |
by Bashiok | 12/03/2010 21:43:03![]()
You're absolutely right. You can and should respectfully disagree with decisions, question our direction, etc. and I wholly encourage it. Anyone on here that doesn't think that should be allowed is wrong. Now, of course the way it's carried out is paramount. My point is though that if you look at my replies and then yours, you picked out the sections or sentences that you wanted to reply to, and ignored the everything else. That isn't a conversation and I'm not going to keep running in circles to try to get my points across in their entirety. I've said everything I can say, so... I don't know, that's just about all I'm willing to put into it at the moment. |



