Diablo 3, a game that has been around for several years, continues to be a topic of discussion among both fans and developers. Andrew Chambers, a former developer of the game, recently shared some insights into the key design decisions that were made during the development of Diablo 3. In a YouTube video, Chambers compared these decisions to those made in Last Epoch, a game that has received praise for its similarities to the Diablo series. One of the main differences highlighted by Chambers was the approachability of Diablo 3’s skill system compared to the complexity of Last Epoch’s system.
Chambers mentioned that the goal for Diablo 3 was to appeal to a broader audience beyond just existing Diablo fans. This led to design choices that prioritized simplicity and accessibility over intricate mechanics. Chambers revealed that there were multiple iterations of the skill system during development, with one scrapped idea involving a rune system that would have added depth and complexity to the game. However, Chambers argued against this idea, expressing concerns about the potential for players to become overwhelmed and the risk of creating an “inventory nightmare.”
Reflecting on the past, Chambers admitted that he regrets not pushing for a more intricate skill system in Diablo 3. He acknowledged that while the game’s current skill system may have broadened its appeal, a more complex system could have catered better to the core Diablo audience. Despite this, Chambers expressed satisfaction with the direction the game took, emphasizing the importance of attracting new players to the action role-playing genre.
Chambers also touched on the controversial Auction House feature in Diablo 3 and praised Last Epoch’s trading system as a superior alternative. He encouraged developers of other action role-playing games to study and learn from Last Epoch’s trading system, citing it as a model of excellence in the genre.
In his analysis, Chambers concluded that Blizzard, the developer of Diablo 3, would not have been able to create a game like Last Epoch due to fundamental differences in design philosophy. Despite this, Chambers acknowledged that Diablo 3 excelled in certain areas such as pacing and enemy design. He commended the Diablo 3 team for their achievements and contributions to the genre.
Overall, Chambers’ insights shed light on the design decisions that shaped Diablo 3 and the contrasting approach taken by Last Epoch. While there are regrets and missed opportunities along the way, both games have made significant contributions to the action role-playing genre and continue to influence developers and players alike.
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