Hello Blizzard,
Firstly, I don’t know how to thank you enough to try to make a come back to the roots of the Diablo series. This license I love so much since 1999 and which I felt instantly in love with when I was young, when I’ve been lucky enough to discover Diablo 1 and then Diablo 2/Lord of Destruction.
I’ve never been able to enjoy Diablo 3, the game was way too far from Diablo 1 and Diablo 2 on too much aspects…
I think the biggest misfortune about Diablo 3 development has been to be done during the golden era of World of Warcraft (and with a brand new dev team, because no more BlizzNorth), and then that’s why D3 gave me the feeling to play some kind of a WoW game with a 3D isometric aspect.
The game mixed too many elements of World of Warcraft, such as the colors of the different objects according to their rarity, the auction house, the overall design of the game, etc.
Diablo and Warcraft are two complete different series and should remain different. I think their core players love both games for what they are, and not for what they mix. I mean, when it comes to the identity of the games.
So yes, I’m glad to hear you’re going to rely on what was good in both D1 and D2 to make this Diablo IV.
But then here comes my slight disappointment about what I saw in your Diablo IV gameplay trailer :
Why did you choose to make an interface / inventory / skill location on the screen, so close to what they are in D3 ? I’m aware this is a very early shape of the game, but still…
It wouldn’t be better to make something completely different ? To not even be slightly close to D3 ? I mean D3 was such a disappointment for such a large number of Diablo fans, if you claim a return to the roots, then the overall interface should follow the same direction… Or at least something which won’t look like a “D3 reskin” or a “D3 2.0” at all.
I don’t think the idea of having extremely rare items untradable fits well for a Diablo game. Or I guess you should define which ones and how much they’re going to matter in the overall customization aspect in the long run.
Trading was a huge part of the Diablo 2 experience, either with friends or unknown players. The economy itself was made through the trades and made the game alive, but even more, it kept the game alive during all those years (and until today).
The crafting aspect was also incredibly deep in D2, with tons of prefix/suffix (the affixes) and such a large of variance in the stats. It added an endless replayability due to having to farm the reagents for the differents recipes.
And the differents recipes were linked to differents stats attributes which were the reasons why the customization in Diablo 2 was that deep.
Thus, having the opportunity to craft items (which were the rare quality ones, mostly, in D2) that could spawn as strong as the best uniques ones, or maybe even stronger, made the game entertaining endlessly.
But yes, the percentage to get the right bonuses were incredibly low, it was even mad to see how hard the probability to get some perfect stats was hard (almost impossible, lol), but the idea of being able to reach them kept the motivation to try over and over and over and over again.
So the whole idea is to not necessarily have the exact same thing in Diablo IV, but it might be a very good starting point to build up a new crafting profession. Like an improvement of what the Horadrim cube was allowing players to do. In a deep and wise way.
I had a mixed feelings when you said no offline aspect. I can, somehow, understand why the online mod should be “mandatory”, but being able to enjoy the whole content of the game in case my internet is broke for any reasons, or because I’m traveling with a laptop, or just in order to play without any kind of lags is such a great thing.
In Diablo 2 the offline characters were saved in the user computer. The online ones (aka the realms characters) were saved in the battlenet servers. The whole system was great, why it wouldn’t be possible to do the same with Diablo IV ?
About the whole design of the game, as it is currently shown, I’m incredibly happy. I think the Gothic / Dark heroic fantasy style was what made Diablo 1 and 2 looking so great. It fits perfectly with the whole atmosphere of Diablo.
And as someone said in this thread, the more fear is suggested, the more frightening it is. Not being able to fully recognize something, or someone, or an area due to the darkness around is what scares you to the guts.
And then to complete this, it requires a masterclass Soundtrack. Everything has been said about D2 Soundtrack already, it’s a masterpiece on its own. I hope our ears will also be blessed with Diablo IV.
The characters select screen menu is also a very good starting point. Some sort of a first look of what could ever be a Diablo 2 remastered game. I like it a lot, and thank you for that.
The characters also have a more authentical look. The sorceress seems to be no longer an asian type (which was weird to see, in D3, to be honest) and thus also back to her roots.
The current animations of the character (sorceress) seem sober/simple and efficient. Exactly what I hoped. Exactly what I think about a Diablo character, overall.
So having a well animated character, with a well made animation and beautiful/sober effect spells is a dream. And the sorceress seems to take the right direction on this matter.
Let’s hope every characters will be designed in the same philosophy.
The randomness of the map was also a great thing and added tons of replayability. I don’t know how is it going to be in Diablo IV, but it’s definitly something to consider, whatever the form it’s going to take.
Those are my first words about Diablo IV. I’ll follow the project for sure.
I’ll pray everyday to see a great brand new Diablo which will really be a worthy successor of Diablo 1 and Diablo 2.
My best wishes.