{"id":516925,"date":"2012-05-03T10:34:08","date_gmt":"2012-05-03T08:34:08","guid":{"rendered":"http:\/\/diablo3.ingame.de\/?p=516925"},"modified":"2012-05-03T10:34:08","modified_gmt":"2012-05-03T08:34:08","slug":"diablo-3-interview-mit-jay-wilson-auf-gamesplanet","status":"publish","type":"post","link":"https:\/\/planetdiablo.eu\/de\/diablo-3-interview-mit-jay-wilson-auf-gamesplanet\/516925\/","title":{"rendered":"Diablo 3 Interview mit Jay Wilson auf Gamesplanet"},"content":{"rendered":"<p><img decoding=\"async\" src=\"http:\/\/diablo3.ingame.de\/files\/2012\/05\/wilson-diablo-3-251x135.jpg\" alt=\"Jay Wilson Diablo 3 Game Director\" width=\"251\" class=\"newsimage alignright size-medium wp-image-516927\" \/><\/p>\n<p>\nDer Release von Diablo 3 steht unmittelbar bevor und nach einer schier endlos langen Entwicklungszeit bringt Blizzard am 15. Mai ein Spiel auf den Markt, das hoffentlich den hohen Erwartungen der Diablo Community gerecht werden kann.\n<\/p>\n<p>\nDiablo 3 Game Director Jay Wilson, der derzeit auf einer l\u00e4ngeren Pressetour in Asian und Australien ist, hat sich k\u00fcrzlich in einem ausf\u00fchrlichen Interview mit der neuseel\u00e4ndischen Website <a href=\"http:\/\/www.gameplanet.co.nz\/pc\/games\/156898.Diablo-III\/features\/138928.20120501.Blizzards-Jay-Wilson-on-Diablo-III\/page1\" target=\"_blank\" rel=\"noopener\">gamesplanet.co.nz<\/a> zum Entwicklungsprozess des Spiels ge\u00e4u\u00dfert. Er spricht dabei unter anderem \u00fcber die Erfahrungen aus der Diablo 3 Betaphase und die verschiedenen \u00c4nderungen, die in den letzten Monaten bekanntgegeben wurden.\n<\/p>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: What are the things you learned from the beta?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: The game wasn\u2019t hard enough. We even came out saying, \u201cno the game\u2019s definitely hard enough!\u201d because we really consider Act 1 to be the tutorial. But we got a lot of feedback \u2013 enough feedback from enough different sources \u2013 so we said, \u201cOK, even for a tutorial the game\u2019s not hard enough.\u201d So we definitely learned that.\n<\/p>\n<p>\nWe learned a lot about security, which was part reason for the beta. Also about our infrastructure generally \u2013 hardware infrastructure.\n<\/p>\n<p>\nThe rest were one-off small things so it\u2019s hard to pull them back off the top of my head, but those were the major ones. There are tons and tons of feedback that we get but they\u2019re usually not something I can call out.\n<\/p>\n<\/div>\n<p>Die Diablo 3 Beta sollte einen Test der Server Struktur darstellen und nach Wilson hat sie diese Aufgabe auch erf\u00fcllt. Auch Fehler bez\u00fcglich der Sicherheit konnten aufgedeckt werden, man erinnere sich an die kurze Zeit, in der man nicht freigeschaltete Gebiete der Beta betreten konnte. Ein schwieriges Thema bleibt nach wie vor der Schwierigkeitsgrad von Diablo 3, zu dem Wilson auch im n\u00e4chsten Teil des Interviews ein paar Erkl\u00e4rungen abgibt:<\/p>\n<p><!--more--><\/p>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: How do you extrapolate a difficulty curve for the rest of the game from something like the beta?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: There are two sides to difficulty. One is the capabilities of the player, and the other is the capabilities of the monsters. So what you do is categorise those capabilities: [those categories] are really evident in our skill system now. When do you start introducing primary spamming skills? When do you start introducing area of effect skills? When do you introduce movement? When do you introduce defensive abilities? When do you introduce what we call tertiary abilities such as auras and shouts?\n<\/p>\n<p>\n[The idea is to] pull on the player\u2019s mental bandwidth. Now they\u2019ve got these other things working, they\u2019ve got this new thing they need to think about every now and then. You essentially guess: where is the good place for these things to unlock? And you place them.\n<\/p>\n<p>\nYou do the same thing with items: unlike Diablo II that opens up all the items right away, we hold off a little bit, there\u2019s a little bit of time before you\u2019ll get a helmet, for example. There\u2019s a little bit of time before you\u2019ll get a ring. I\u2019m not sure amulets even show up in the beta since they\u2019re not available [to characters below] level 14.\n<\/p>\n<p>\nOn the monster side we did the same thing. We have this big list of categories, of things that monsters can do. There\u2019s a heavy-hitter \u2013 a monster that does a lot of damage. There are tough monsters, there are fast monsters, there are monsters that I call \u201cbeehives\u201d which are essentially summoners and things like that \u2013 they produce [other] monsters. There are monsters that do AOE [area of effect damage], then there\u2019s about seven sub-categories of AOE: point-blank AOE is not as effective as ranged AOE; circular AOE is more powerful than line AOE.\n<\/p>\n<p>\nSo then you guess where all those things need to fall throughout the game, and then when you play the game and see all your guesses are wrong, you adjust them.\n<\/p>\n<\/div>\n<p>\nIm restlichen Interview beantwortet Jay Wilson Fragen zum Entwicklungsprozess von Diablo 3 und geht dabei insbesondere auf den PvP Modus und die Zukunft der Mystikerin ein. Auch \u00fcber die verschiedenen anderen Ideen und Ziele des Diablo 3 Entwicklerteams k\u00f6nnen wir etwas erfahren und offenbar bleibt auch die Option, Diablo 3 auch f\u00fcr Konsolen zu ver\u00f6ffentlichen, auf dem Tisch.\n<\/p>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: What\u2019s next for the development team, what\u2019s happening post-launch?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: Sleep! Vacation for some of us! But the first thing is going to be our Player vs. Player [PvP] patch. We\u2019re already working on that. There\u2019ll probably be something \u2013 we tend to plan a whole series of patches. We already have our \u201cthis is an emergency just in case something goes wrong-patch\u201d that we put out this point. This is our \u201cemergency balance-patch\u201d, that we put out at this point. Then we have our PvP patch that we\u2019ll put out and it\u2019ll also probably be our secondary balance patch.\n<\/p>\n<p>\nThose are our focus right now. We are starting to talk about if we\u2019ll do an expansion. We think the game might be successful now [and] warrant such a thing. But we\u2019ll see! We also have a group internally that\u2019s exploring console.\n<\/p>\n<\/div>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: So that brings up a couple of things: what goals, or what benchmarks do you personally hold that will need to be met in order to qualify this game as a success?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: We have mathematical numbers internally. Those are boring to me. I want us to hit them and I think we will because the game is good, and it\u2019s not that I\u2019m dismissing that \u2013 the game\u2019s got to make money \u2013 but I think it\u2019ll make money because it\u2019s good, and we worry about that first.\n<\/p>\n<p>\nSo for me, if a community builds around it similar to the community that built around Diablo II, then I will feel like it\u2019s a success. If that community is vibrant and wars with each other, and with us, and struggles and fights to make the game better, then to me that&#8217;s worth continuing to work on the game. That\u2019s success.\n<\/p>\n<p>\nEvery company I\u2019ve worked for before \u2013 through no fault of their own \u2013 when they finish a game, they\u2019re done. Once the game is out the door, they really barely think about it again unless they do an expansion. Even so, if they do an expansion, that\u2019s very expansion-centric, it\u2019s not really looking back at the previous game.\n<\/p>\n<p>\nBlizzard\u2019s not like that. We look at the game shipping as the start date, that\u2019s when the game really starts, and that\u2019s when our work really starts, because now we can build a game in the best environment you can possibly build, which is with people playing it.\n<\/p>\n<\/div>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: Now that you know what\u2019s made it into the box, what are some of those ideas, perhaps for example classes, that didn\u2019t make it?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: There were no classes that we did that didn\u2019t make it in. There was no work there. Other than \u2013 and we\u2019ve talked about it before \u2013 the original Demon Hunter was more of a Ranger, and we actually did have the Ranger working, we had an ammo resource system and it was terrible! We used the scoundrel follower, who was built at the time, he was actually the character that we used. He wasn\u2019t meant to be the character, he was just a stand-in because he used a crossbow. So there was that one.\n<\/p>\n<p>\nEarly on, there were a few of us that were really hot on doing an Illusionist. It was a really interesting kind of pet class. But then a bunch of people said it kind of sounded like the \u201cfairy\u201d class \u2013 not in a positive manner! \u2013 so that kind of dropped off.\n<\/p>\n<p>\nEverything else though, I know we had a big list of names, but I don\u2019t really remember them, because obviously they didn\u2019t catch on. Once we committed to a class, it\u2019s such an investment, we were sure.\n<\/p>\n<\/div>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: Speaking of things that dropped out, the Mystic artisan has been removed. Is that something you\u2019ll ever come back to?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: There\u2019s certainly a lot of art there, so there\u2019s good production reasons to go back to it. I think we have to solve the problems we had with the character. Primarily, we felt the system was kind of convoluted, and complex, but then we also felt that she didn\u2019t have a lot of diversity in what she did. She had this one complex system and that was it, whereas the others have a couple of things that they can do.\n<\/p>\n<p>\nI think we have some ideas. We\u2019re always seeing problems [just] before, or right at the same time as the community is seeing them. A lot of the times we already have solutions in our head. So some of them might work really well [when] put on her, some might not. I wouldn\u2019t be surprised if we used her, certainly it would make sense but we\u2019d have to have good game design reasons.\n<\/p>\n<p>\nI wouldn\u2019t want to put something into the game just to add complexity, or to add something new. I think that\u2019s one of the problems people have when they continue to expand games, they just keep piling more stuff on, and sometimes staying strong is good.\n<\/p>\n<\/div>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: Why do you think so many people are afraid of the concept of Diablo III on consoles?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: The game industry has been saying the PC is dead for about 15 years, and I think [some gamers] see it as the sign that Blizzard will abandon the PC and go to the console. People pay a lot of money for their PCs, and there are particular kinds of games that are on PC that are not great on consoles, and vice versa.\n<\/p>\n<p>\nIf you love some of those PC games and you\u2019ve got this PC gaming rig that you\u2019ve invested all this money in, you\u2019re invested! You want the PC to do well. [For such people] Blizzard is one of those companies that you follow, and you feel they champion the PC market.\n<\/p>\n<p>\nI don\u2019t see us going away from the PC market. No one at Blizzard thinks the PC is dead, or at least, I\u2019d be shocked if someone did \u2013 we make a good living off the PC. What I often like to say is, I really appreciate the game industry telling everyone the PC is dead, and the gaming press saying the PC is dead because it\u2019s really cut down on our competition, and a key to why we\u2019ve been such a runaway success is because, who is competing against us? But there are more PCs out there than all the consoles put together. It\u2019s certainly a market worth going into, worth being in. I don\u2019t see us going away from it. I don\u2019t think they need to be afraid.\n<\/p>\n<\/div>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: We\u2019re always speaking to people like you, but who are the unsung heroes of Diablo III\u2019s development?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: Oh man! I\u2019m going to start, in no particular order, with our Localization Producer, Andrew Vestal, and start with him because I think if I had to do localisation, I would jump off a building! He loves it, he\u2019s amazing at it, and he has done such a great job!\n<\/p>\n<p>\nOur audio guys handle all our games, they\u2019re a shared department, and their quality level is so high, but it also means they work like dogs, and I\u2019ve never had a project where the audio has gone smoother! I\u2019m very, very focused on audio \u2013 every project I\u2019ve worked on, I\u2019ve hand-directed the audio, I\u2019ve talked to the audio director directly, but this is the first project where I didn\u2019t. Wonderful audio would just automatically show up, I wouldn\u2019t even know it was being worked on then suddenly everything sounds amazing! I very rarely had to give any feedback. It was almost a downside, they kind of wondered if they were doing alright because they never heard anything, you know?\n<\/p>\n<p>\nOur Battle.net [architects], they do all the infrastructure that makes everything run. I think people sometimes look at our graphical technology and say \u201cyou guys aren\u2019t doing the latest bells and whistles, your technology is old hat,\u201d and I\u2019m like, \u201cyou should see our server architecture, that\u2019s where our tech is!\u201d Those guys are way smarter than me! No one ever recognises the server architecture guys, but they\u2019re huge!\n<\/p>\n<p>\nI\u2019ve missed tons! You know, as they say, it takes a village. There\u2019s something like 23 support groups. There\u2019s a lot of unsung heroes in the making!\n<\/p>\n<\/div>\n<div class=\"blizzquote\">\n<p>\n<font color=\"white\"><b>Gameplanet<\/b>: Cool. Going onto Battle.net: there\u2019s the real-money auction house, but what other features would you like to see implemented?<\/font>\n<\/p>\n<p>\n<b>Jay Wilson<\/b>: Our plan for Battle.net has always been to turn it into something more of a social network than just a platform for starting games. I don\u2019t think it\u2019s there yet, I don\u2019t think it\u2019s even close. I think you can look at it \u2013 we\u2019ve got a lot of criticism from people saying that in a lot of ways it\u2019s not even as good as Diablo II. While I would put forward things like cross-game chat and the quick-join capabilities, match-making \u2013 things that just didn\u2019t exist in Diablo II, things that I think are more powerful than what you had \u2013 but I don\u2019t think they\u2019re wrong.\n<\/p>\n<p>\nI think there are some things that we could be better at. We could be better at getting players into chat channels together, we could be better at allowing people to show gear off to one another. So those are problems that I do think we need to look at and continue to solve, but I [also] think that\u2019s the great thing about working at Blizzard. As I said earlier, I don\u2019t have to look at this game as being done, I can say, \u201cYeah, those are good points, those are things we should make better.\u201d\n<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Der Release von Diablo 3 steht unmittelbar bevor und nach einer schier endlos langen Entwicklungszeit bringt Blizzard am 15. Mai ein Spiel auf den Markt, das hoffentlich den hohen Erwartungen der Diablo Community gerecht werden kann. Diablo 3 Game Director Jay Wilson, der derzeit auf einer l\u00e4ngeren Pressetour in Asian und Australien ist, hat sich&hellip; <a class=\"more-link\" href=\"https:\/\/planetdiablo.eu\/de\/diablo-3-interview-mit-jay-wilson-auf-gamesplanet\/516925\/\"><span class=\"screen-reader-text\">Diablo 3 Interview mit Jay Wilson auf Gamesplanet<\/span> weiterlesen<\/a><\/p>\n","protected":false},"author":751,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,3],"tags":[200,436,803,823,1413],"class_list":["post-516925","post","type-post","status-publish","format-standard","hentry","category-gaming-news","category-news","tag-beta","tag-diablo-3","tag-interview","tag-jay-wilson","tag-schwierigkeitsgrad","entry"],"_links":{"self":[{"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/posts\/516925","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\/751"}],"replies":[{"embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/comments?post=516925"}],"version-history":[{"count":0,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/posts\/516925\/revisions"}],"wp:attachment":[{"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/media?parent=516925"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/categories?post=516925"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/planetdiablo.eu\/de\/wp-json\/wp\/v2\/tags?post=516925"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}