Diablo III Interviews
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One of the examples of this Boyarsky likes to use is the new Witch Doctor class. 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. The Witch Doctor is angry, someone who's been broken by a life that's dealt a few too many hard knocks and not enough joy. This is someone tired of being smacked in the head, so he uses his mystical powers to get into the heads of others (and if that doesn't work, a swarm of locusts will get under their skin). 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.
"Working all of this stuff out is a day-to-day challenge," Boyarsky says of the continual iterative process. As he describes it, it "...bounces back-and-forth between story and art and gameplay design." While Boyarsky is responsible for the creative integrity of the storyline, the details of the world often change based on what comes out of other areas. An artist will create a really cool piece of artwork that has to be fit into the history of the world somewhere and gameplay mechanics must be invented for. A new monster is built around a really interesting combat encounter and Boyarsky's the one who must rip pieces of the world away, juggle them around and put them back together in a way that makes sense within the rules of Diablo's fictional universe.
The second is at Kotaku with lead designer Jay Wilson:
Kotaku: In the demo you showed during the Opening Ceremony, you gave us a glimpse at the Witch Doctor class which seems to use several spells similar to those found in World of Warcraft. Do you worry that some fans will think you're just copying aspects of WoW?
Jay Wilson: No. Do I think people will say that? Yes, I think they will. One of the things I like to remind people is that it's okay to steal from ourselves. A good idea is a good idea and a good skill is a good skill and so when we look across all our games we borrow from each other all of the time. But the really key and important thing is do we play like World of Warcraft? No! We don't play anything like it, Diablo has a different feel to it and that's fine. If we look at the history of Blizzard games, at Warcraft I and II, the spell Blizzard appeared, it also appeared in WoW and Diablo II. I almost think it's more like a signature but as long as a game has enough original stuff that it stands on its own and plays like its own game, that's what matters.
And the third is at The Guardian with Blizzard COO Paul Sams:
Any plans to bring Diablo 3 to console?
I don't know yet. A lot of it depends on whether we think the gameplay experience will be the same on console, especially regarding the controls. Also I'd like to keep our audience together. One question mark I have is whether the console owners would allow PC players to play against console gamers. I think the answer gets a lot easier if the console owners say yes. But at the moment they do like to have closed systems. But you know, I think what it really it comes down to is the game itself. We want to deliver what is the best experience possible so the controls and everything else have to be perfect. When you are developing for multiple platforms you sometimes have to compromise. We aren't willing to compromise. We have relationships with all the console manufacturers. I know they would love to have us on their platforms, ideally on their own and not their competitor! But it's all about the game experience.