{"id":485699,"date":"2009-10-21T16:30:00","date_gmt":"2009-10-21T16:30:00","guid":{"rendered":"http:\/\/diablo3.ingame.de\/?p=485699"},"modified":"2009-10-21T16:30:00","modified_gmt":"2009-10-21T16:30:00","slug":"julian-love-im-interview-ueber-diablo-3","status":"publish","type":"post","link":"https:\/\/planetdiablo.eu\/de\/julian-love-im-interview-ueber-diablo-3\/485699\/","title":{"rendered":"Julian Love im Interview \u00fcber Diablo 3"},"content":{"rendered":"<p><img decoding=\"async\" src=\"http:\/\/diablo3.ingame.de\/wiki\/images\/2\/2c\/Julian_Love.jpg\" style=\"float:left; margin: 0 1em\" width=\"100px\" height=\"100px\"><\/p>\n<p>Julian Love, <i>Lead Technical Artist<\/i> gab der Fanseite planetdiablo.com ein Interview. Aktuell arbeitet er daran,<br \/>\ndie Trefferanimationen in Diablo 3 ein wenig besser zu machen, um dem Spieler ein besseres optisches Feedback im Kampf zu geben, da dies aktuell noch kritisiert wird.<br \/>\nDirekt zu Beginn gibt er uns einen Einblick in den Entwicklungsprozess der Skillrunen. Zun\u00e4chst werden die Charaktere fertig gestellt,<br \/>\ndann werden ihre Skilltrees optimiert und erst dann werden die Skillrunen angepasst. Dies ist auch der Grund, warum es auf der Blizzcon keine Skillrunen zu sehen gab.<\/p>\n<p><br style=\"clear:both\" \/><\/p>\n<blockquote class=\"blizzquote\"><p>\nOne of the things we&#8217;re doing right now is taking some of the classes that are pretty well filled out, doing some more playtesting to make sure that we&#8217;re fine<br \/>\ntuning these things down and that we don&#8217;t want to make any major changes, looking at some of the classes that need their skill<br \/>\ntrees to be filled out a little more, filling them out and getting them to that same level, so that we can move ahead with the actual skill rune implementation.<\/p><\/blockquote>\n<p>Er konnte uns weiterhin eine grobe Idee zum Tradesystem pr\u00e4sentieren. Die Art wie in Diablo 2 getradet wurde gefiel ihm garnicht, man musste entweder in einem Chat<br \/>\nspammen oder aber auf einer externen Webseite handeln, da es in Diablo 2 kaum m\u00f6glich war effektiv zu traden.<br \/>\nDies soll nun ge\u00e4ndert werden.<\/p>\n<blockquote class=\"blizzquote\"><p>\n I can&#8217;t really talk about our plans for the trading system other than to say that we&#8217;ve really just thrown it around at a high level.<br \/>\n The only thing I can really tell you is that we need to do something, and we want to do something, about trading so that it doesn&#8217;t become the case that it was with<br \/>\n D2 where you have to spam a chat channel forever or follow things on an external web site.<br \/>\nThe plan there is to do something a little more integrated, something that facilitates trading, something that maybe takes some of the burden out<br \/>\nof the system we had before, which is really a non-system; we really just didn&#8217;t do anything. So we want to bring some kind of level of improvement to<br \/>\nit and make it a better experience. Beyond that I don&#8217;t have any details.\n<\/p><\/blockquote>\n<p>Eine neue Grunditemklasse wird die Ausr\u00fcstung des Charakters in Diablo 3 vervollst\u00e4ndigen: Hosen. Warum es sie in Diablo 3 gibt und was verhindert hat, dass sie in Diablo 2 auftauchen, erkl\u00e4rt Love damit,<br \/>\ndass Hosen aufgrund der 2D-Engine in Diablo 2 einen recht hohen Aufwand f\u00fcr die Grafikdesigner bedeutet h\u00e4tten, w\u00e4hrend in der neuen 3D Grafik so etwas problemlos m\u00f6glich ist.<\/p>\n<blockquote class=\"blizzquote\"><p>Yeah, it does seem a little odd but probably the underlying reason for it was that we were much <!--more--> able in the new 3D engine to provide that kind of configurability;<br \/>\nadding pants to Diablo II really would have been difficult because of the art production requirement, and now we&#8217;re really able to do that well and easily. <\/p><\/blockquote>\n<p>Besonders interessant sind seine Ausf\u00fchrungen \u00fcber die neue Charakterklasse, den M\u00f6nch. Er soll ein Charakter sein, der sich ein wenig wie eine Figur aus einem Kampfspiel<br \/>\nspielt, mit dem man auch als Anf\u00e4nger spielen kann, der aber etwas schwieriger zu meistern ist als andere Charakterklassen. Er ist dabei vom Kampfstil her leicht an die Assassine und<br \/>\nvon der Story her als <i>guter<\/i>, <i>heiliger<\/i> Charakter an den Paladin angelegt.<\/p>\n<blockquote class=\"blizzquote\"><p>What I can tell you is the things that we are borrowing from the Assassin and the things we are borrowing from the Paladin. So from the Assassin&#8217;s point of view, it&#8217;s really just that &#8222;phonetic&#8220; gameplay, the fact that there is a combo system, that there&#8217;s a little bit more thought, a little bit more guerilla-style gameplay.<br \/>\nFrom the Paladin side, the intent is really to hit really hard on that &#8211; what&#8217;s the word I&#8217;m looking for &#8211; the &#8222;holy vibe.&#8220; It&#8217;s really to deliver that &#8222;holy feel,&#8220; really I would call [him] the &#8222;goody-goody&#8220; character of the game; maybe not so goody-goody as a Paladin might be but definitely hitting along those lines. He&#8217;s definitely, you know what he is, he is lawful-good I would say.\n<\/p><\/blockquote>\n<p>Auf der diesj\u00e4hrigen Blizzcon Demo gab es zum ersten mal ein Dungeon mit Zeitbegrenzung zu sehen, in dem man nur eine gewisse Zeit hatte, bevor alles einst\u00fcrtzte. Auch hierzu \u00e4u\u00dferte sich Julian Love.<br \/>\nStatt wie bisher Dungeons nur als Sammelpunkt f\u00fcr Monster und Bosse zu benutzen will man dem Spieler noch einige andere Herausforderungen in den Weg stellen, die ihm das Leben schwer machen.<\/p>\n<blockquote class=\"blizzquote\"><p>Well, that&#8217;s actually the first one that we&#8217;ve done that we &#8212; well it&#8217;s not the first one we planned for but it&#8217;s the first one that<br \/>\nwe actually completed and put in front of people to actually test and obviously is a new kind of scenario for a game like Diablo. It&#8217;s something we&#8217;ve been kicking<br \/>\naround and working on and so far the feedback seems to be that people really enjoyed it.<br \/>\nSo I think we&#8217;re looking for ways to really open up a little bit the gameplay model for the game to include scenarios that are a little bit,<br \/>\nyou know, that are more interesting than the straightforward &#8222;Kill X number of monsters&#8220; or &#8222;There&#8217;s the boss&#8220; kind of scenarios, things that really give you something<br \/>\ndifferent to do. And the whole point of that is really to support a lot more re-playability in the game.\n<\/p><\/blockquote>\n<p>Zum Schluss \u00e4u\u00dferte er sich noch \u00fcber die Welt und die NPCs, die sie bev\u00f6lkern. In Diablo 2 war es so, dass sie immer an einer Stelle standen und die Welt so sehr leblos wirkte.<br \/>\nDies soll sich in Diablo 3 \u00e4ndern, es soll der Eindruck einer wirklich lebendigen Welt entstehen. Die NPCs sollen in Diablo 3 nicht nur durch Dialoge die Geschichte voran treiben,<br \/>\nsondern auch wirklich an ihr teilnehmen.<\/p>\n<blockquote class=\"blizzquote\"><p>Without giving you any details with exactly how, where, and why because it starts to reveal too much story, the intent there is, and in all ways really, the intent is to make the world seem more like an actual living, breathing world. This is why we have you interacting with the backgrounds as much as we do, this is why we&#8217;re making the NPCs really play a bigger part in the story itself, and part of that will be getting more direct and active involvement with, you know,<br \/>\nthe NPCs themselves and having them move around and do things and see them doing the things that happen in the real world, not just hearing about it through dialogue.\n<\/p><\/blockquote>\n<p>Wir k\u00f6nnen nur hoffen, dass wir in Zukunft mehr solcher Interviews zu lesen bekommen, da immer wieder einige Interessante Details enth\u00fcllt werden.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Julian Love, Lead Technical Artist gab der Fanseite planetdiablo.com ein Interview. Aktuell arbeitet er daran, die Trefferanimationen in Diablo 3 ein wenig besser zu machen, um dem Spieler ein besseres optisches Feedback im Kampf zu geben, da dies aktuell noch kritisiert wird. Direkt zu Beginn gibt er uns einen Einblick in den Entwicklungsprozess der Skillrunen.&hellip; <a class=\"more-link\" href=\"https:\/\/planetdiablo.eu\/de\/julian-love-im-interview-ueber-diablo-3\/485699\/\"><span class=\"screen-reader-text\">Julian Love im Interview \u00fcber Diablo 3<\/span> weiterlesen<\/a><\/p>\n","protected":false},"author":749,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[436],"class_list":["post-485699","post","type-post","status-publish","format-standard","hentry","category-news","tag-diablo-3","entry"],"_links":{"self":[{"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/posts\/485699","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/users\/749"}],"replies":[{"embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/comments?post=485699"}],"version-history":[{"count":0,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/posts\/485699\/revisions"}],"wp:attachment":[{"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/media?parent=485699"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/categories?post=485699"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/tags?post=485699"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}