"So we want to do more of that," said Kim. ![]() But as a lead system designer, Kim says the next step is to imagine ways players can upgrade and tweak those abilities to fit a specific playstyle.įor the frozen orb, Kim cites a particular legendary item that lets players shoot down frozen orbs mid-air, blowing them up early, creating essentially a brand new skill. "On top of that, we're trying to take the great parts of each of the previous Diablos and bring it to Diablo IV, and bring in elements from other types of games as well."ĭrawing on older Diablo games, Kim explained that some player abilities have been directly inspired by fan-favorites such as the sorceress class' frozen orb ability. "At the core of it, we're trying to make a Diablo game first," said Kim. ![]() "Return to Darkness," "Embrace the Legacy," and "The World of Diablo."įor Kim (who previously worked as a designer on Starcraft II), "Embrace the Legacy" proved to be where a lot of his design focus would wind up. ![]() As more details on the game have emerged during BlizzCon this weekend it's become clear that the veteran developer is making some serious changes to the franchise, with a new engine, a new aesthetic, and new possibilities for the popular dungeon crawling series.ĭuring the show, lead systems designer David Kim and lead lighting artist Sean Murphy were able to share some insight about what it's like working on Diablo IV and explain some of the key ideas driving the game's development.īoth Kim and Murphy began discussions of their respective work by discussing the core game pillars touted onstage during the game's debut.
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