![]() ![]() ![]() So we had a meeting, we got everyone in the room together. Then we realized, if there's an Inferno 2 to get you from 61-70, then do we need an Inferno 3 once you get to 70? That was starting to look pretty rediculous, and we were trying to figure out how hard all of this had to be. We didn't know what the name was going to be, that was our internal name it was probably going to be like Apocalypse or Hellfire or something like that. A lot of people don't know this, but we originally had "Inferno 2". We knew that we wanted to raise the level cap to 70. For those who remember in the original game we had Normal difficulty, Nightmare, Hell, and Inferno. We were talking about what to do with the difficulty system. It was a meeting that the systems designers had just over a year ago. Of all of the meetings that you guys experienced throughout development, what was craziest or most memorable? Wyatt Cheng: I have a most memorable meeting. Q: A big part of the development is the countless meetings. I think that's been a huge improvement sometimes it's those little details that bring it all together. So we actually drop far less items now, but the quality level of the ones that you do find is way higher. The idea was that we didn't need to be dropping as many items on the ground as we were. Even beyond that, there was a philosophy that was established pretty on: "Less is More". Even with the yellow items, we've added new properties like the bonuses to elemental damage and the bonuses to specific skills those ones make your yellow items more interesting as well. At a high level, everybody knows that we have these awesome Legendary items that went in with patch 2.0. We called it Loot 2.0, and that was just a huge collaboration between the designers, the artists we had character art and tech art and animators, we received brainstorms on legendary items from the entire team. Q: What was the one thing that you worked through the development of Reaper of Souls, that was your favorite? Wyatt Cheng: The one thing that I worked on that was a huge team effort is the new loot system. ![]()
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