IGN: What "Open-World" Means for Diablo IV

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Ha, you be faster than me! I just deleted my lame version. They still think I’m untrustworthy.

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Well, the open world along with it’s exploration sounds good so that’ll be something to look forward to, especially if, via world tiers, it can be a rewarding and challenging endgame content. They also mentioned replaying campaign and making it more challenging, so hopefully that’s a hint that campaign is replayable, and can also be as challenging and rewarding as the other endgame contents.

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I will cover every inch in my first playthough. Open Beta next year cannot come fast enough.

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i don’t think you have to make a big deal about…having an open world but at the same time telling people where to go i mean like…most RPGs have a story and stories usually include characters telling you where to go. the trick with good open world games is to put the quest markers in the dialogue, as in: you have to listen or read carefully and find your way through a map that doesn’t force you or hint in a specific direction. that makes it immersive. get lost on purpose or try to find the place the guy told you about.

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Just ggive players the option of brain dead pin or even navigation to where you need to go, or exploration mode, where where you need to go, you need to actively listen to NPCs, look at clues etc.

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its never to dence wtf dont reduce it

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I sure hope you are right.
But I can see them just meaning you can play on “Normal” instead of “Story mode” on your next character.
Where in the video did they say that btw? Apparently missed it.

As for the video:
Blizzard making fun of maps being useful, as you would “expect” in modern gaming.
Eh, tbh, I think Elden Ring showed a lot of the benefit of having semi-useful maps. Still encouraging your exploration, while offering some information about what could be explored. Full information is not always better.
That being said, for a game like D4, I think it is fine to have full-information maps. Just a more general comment on map design, and Blizzard seemingly being stuck in an idea of what “modern” games have to offer.

Open world, we didnt design it to be ‘go play poker over here, fishing over here’.

Not unexpected or anything, but still hugely positive. The above design concept is what mostly make me hate open world games. Like GTA and all that.
Insofar the devs are speaking the truth, D4 seems to be more “a big coherent map” than “open world” in its design, which is good.

Still way too many monsters on some of those screens imo, like around 4:25.

As for playing the campaign in whatever order you want, I think that is a mistake. Similar to one repeated in WoW.
You cant tell a coherent story, if people can play it in whatever order they want.
Sure, the gameplay of choosing your own order is better in many ways. But the storytelling will suffer.

I care endlessly more about gameplay than story in a Diablo game, so not a big issue for me, but for the story fans out there, it sounds like the wrong choice.
Could maybe have it be a fixed order the first time, and then free choice order if you replay it?

Having freedom of choice, but also having directionality

Yeah, that is an important point. Indicating where the player can go, without adding a fat arrow, is fundamental for good world design.
Also leading back to that Elden Ring map. It offers direction, and not much else.
So that sounds positive for sure. They talk about the story being the guide post here, which is very good. But also slightly odd when they say the story can be done in any order. But I wonder what will be the guide post in endgame then…
In PoE, some of the purpose behind stuff like the Atlas, is exactly to be a guide post.
I assume the season journey is meant to serve the same purpose in D4 (it does in D3), but then, where is the guide post in non-season?

There should be no arrows for sure.
It also shouldn’t feel like you have no idea where to go. Quest logs, dialogue, world design (like, in many open world games, standout colors or landmarks are used to show the direction) etc. should all point in the right direction.

Heh, yea, the video kinda makes it sound like this is some new clever world design, but I dont think it was the intention. They refer to other games having done the same throughout the video.

And the video above; yeah, completely agreed about games focusing on “the intended experience”. It is what makes the Souls games so good. They are not particularly challenging, that isnt their goal. But they offer the exact experience they meant to offer.

But, I also agree with the argument that D4 isnt one of those games, so having an easier mode is fine.
Still no arrows however.

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Sure, but D4 isn’t one of these games.

i didn’t intend to point at the world tiers with that video although i would prefer to not being able to have difficulty sliders in ANY game i play. but about the “turn on the braindead mode or turn it off” games are often designed for either of those and will frustrate you to a point where you, as mentioned in the video, will turn it on because you get stuck.

a good example is piranha bytes that keep adding more “options” in the menue so “everyone feels included” while their older games didn’t have any options and then started having difficulty options.

a quest in gothic 3 “bring me some healing plant” there are obviously quite some of these plants placed around the camp. i don’t know if they are enough to do the quest, maybe, it doesn’t matter because you can find them all over the world.

later in elex “bring me the healing plants from the lake” there is an exact counted amount of these plants placed around the lake and if you happen to not find even one of them you can’t complete the quest. they are essentially quest items. but ofc. you just have the option to turn on the quest markers.

i don’t think i have to elaborate further.

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Ugh… :face_with_spiral_eyes:

Around 4:35

“Maybe you’re playing through the campaign a second time and this time you want to do act 3 first. You’re going to have different experiences, it’s going to be a little bit more challenging”

At least that’s my interpretation that campaign can be replayed at a higher difficulty. Hopefully that’s indeed the case.

Oh that. Pretty certain they mean that doing act 3 instead of act 1 will be a bit more challenging, rather than playing at a higher difficulty. Likely due to more complex monsters etc, with the classic Diablo (and really all games) design of early monsters being stuff like slow zombies.
Starting with act 5 in D3 would also be more challenging than act 1.

Also, replaying here seemingly means playing it on another character :frowning: Not replaying on the same one.

Well unlike Diablo 3, Diablo 4 won’t have linear story, as you could play it at any order, so act 1 won’t serve as a tutorial in the campaign as it does in D2 or D3. As such I imagine the acts will be challenging regardless of what order you play them in.

As for playing them with a second character, well unless we can’t share gear with our alts through stash, I don’t think it’d be any more challening than the first time around, especially with saved gear.

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What “Open-World” Means for Diablo IV

Just more boring D3like bounties.

I think open beta may be a bit of an eye opener for Blizzard when it comes to the open world.

The world has very limited mob and environment diversity because they chose to only use a small part of sanctuary. People who’ve played Lost Ark will be like “this is a de-evolution” of open world design.

The by the numbers korean like corridors for the open world is just annoying honestly. In some cases the fastest route requires you to dismount to cross an area and then remount. That’s not a huge deal but the world design is annoying.

FFA PVP zones would be fine if they didn’t give tangible in game rewards. You’ll end up with cartels that control it, and know how to avoid killing each other most of the time. I’d rather see them go with Lost Arks arena system and keep the open world free.

The open world, with time events, is also immersion breaking. You’re stuck waiting for a world boss rather than doing a dungeon. Oh you started a Helltide late? Well the currency you get disappears when it’s over so you may as well not bother. And in some cases even if you have the currency, all the chests in the area may have already been opened and so the event can end and delete a decent chunk of that currency.

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Huh. Arent they using like 1/3 of the entire lore world? Should be able to fit in more mob and environment design than any other Diablo game to date.

Now this sounds disappointing. But also quite unlike what the videos seem to show?

Whereas I really like that. Not a fan of the mount.

Yeah, there definitely should be no power-based rewards in PvP.

What… Lol.
Surely that is not the case? That would be worse than D:I group chests and secret lairs.

Not sure Lost Ark even qualifies as open world. Most things are instanced, or corridor-like. Which is not meant in a negative way at all, since open world tends to be terrible. Whereas Lost Arks game world is easily the best thing about that game.

Are you in the beta?

why ask a question that can’t be answered?

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