magerette
Hedgewitch
- Joined
- October 18, 2006
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Gamespy has an interview up with Leonard Boyarsky(Troika Games) discussing his work on the storyline and lore aspects of Diablo 3, for which he is lead world designer. Here's a bit from some of his comments:
More information.
Thanks to Remus for posting this link in his forum thread on all things Diablo 3."I wasn't a hardcore Diablo fan before joining Blizzard," Boyarsky says as we begin talking. "I played them, of course, and I really liked them, but I usually like a lot more story depth in my games." According to Boyarsky, what drew him to the project was what he sees as the franchise's untapped potential for storytelling. "A lot of people are afraid that we're going to slow the gameplay down by enriching the story parts of the game. We're not doing that at all." The idea is to use some simple cinematic techniques such as dialogue rather than monologue to convey quest information and crafting richer backstories for the main characters that will be reflected in their artwork and the way they view the central action of the story.
...Unlike the previous games in which the player's avatar was more archetype than actual character, the classes in Diablo III are designed with complete backstories including who they were before the story began, why they're interested in the events of Diablo III, and who they are as people.... Boyarsky also cites the new city of Caldeum that became the seat of government when Karast fell in Diablo II. How an open-trade city changes when its freewheeling style is co-opted by colorless government bureaucrats is something that informs everything from character development to artwork to the nature of quests.
More information.
- Joined
- Oct 18, 2006
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- 7,834