Diablo III: Boyarsky On Story Delivery Without Sacrificing Action
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Gamasutra interviewed Diablo III Senior World Designer Leonard Boyarski about his previous experiences with Fallout and other games, the Diablo III community and the story delivery of Diablo III in comparison with previous Diablo games. It seems that the push-pull dynamic between satisfying long-time fans and crafting a world that's not too confusing for newcomers has become a bigger priority for designers. Where does your approach to design fall within those parameters? Is it applicable to what you've worked on?
Diablo III: Boyarsky On Story Delivery Without Sacrificing Action
Diablo III: Boyarsky On Story Delivery…
Diablo III: Boyarsky On Story Delivery Without Sacrificing Action
Gamasutra interviewed Diablo III Senior World Designer Leonard Boyarski about his previous experiences with Fallout and other games, the Diablo III community and the story delivery of Diablo III in comparison with previous Diablo games. It seems that the push-pull dynamic between satisfying long-time fans and crafting a world that's not too confusing for newcomers has become a bigger priority for designers. Where does your approach to design fall within those parameters? Is it applicable to what you've worked on?