Doc is dated February 2012, which sounds right. I usually made these in response to complaints by the team to justify my ideas. I never made anything like this while we were making the Diablos, but I should have; they often reveal weaknesses.
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W odpowiedzi do @mediumclawboy @PlayTorchlight
I'm actually more impressed that you were able to achieve essentially the same curve in both games without having graphed them the first time around. I recognized what yours meant in 2 seconds, since I had spent so much time staring at the former.
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W odpowiedzi do @tgdfweb @PlayTorchlight
Yes, that's pretty interesting! Care to plug this book of yours?
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W odpowiedzi do @mediumclawboy @PlayTorchlight
Haha, hey no problem! https://www.crcpress.com/Reverse-Design-Diablo-II/Holleman/p/book/9781138323278 … Or Amazon, if that's easier:https://www.amazon.com/Reverse-Design-Diablo-Patrick-Holleman/dp/1138323276/ref=sr_1_3?qid=1581795045&refinements=p_27%3APatrick+Holleman&s=books&sr=1-3&text=Patrick+Holleman …
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I interviewed Max in 2013, David, Steig and Stefan across 2017. Max's interview, in which he references something very much like this, was the inspiration for my thesis about the game.
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I wrote a whole series of books, actually. Everything from Chrono Trigger to Super Mario World to Half Life. https://www.amazon.com/s?i=stripbooks&rh=p_27%3APatrick+Holleman&s=relevancerank&text=Patrick+Holleman&ref=dp_byline_sr_book_1 …
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I send graphs from my Diablo book to young game designers *all the time.* That stuff is super helpful, because there's so little math-intensive documentation about RPG systems in the world. So thank you again for sharing your internal stuff.
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W odpowiedzi do @tgdfweb @PlayTorchlight
Unfortunately I can't find a lot more. I'm a bad archivist. I had five or six graph paper pads full of Diablo 2 stuff at one point, but haven't seen them in years.
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W odpowiedzi do @mediumclawboy @PlayTorchlight
To quote the Koroks in Breath of the Wild: "Ooph." If you ever find more, I'll post any of that to my site in a second. (Assuming you don't post it to your own blog.) I've done a lot of work on the history/evolution of RPG design, and I'm always looking for new sources.
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This is absolutely fascinating, thank you! Is the idea that players generally expect monsters to take longer to kill the further into the game they are? Or perhaps that encounters tend to involve fewer (or maybe more HP-disparate) monsters later in the game?
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A little bit that they take longer to kill, but also another big factor not reflected in the chart is player skill (as Mr. Holleman points out), including honing of build, tactical positioning, skill management and general mouse competence.
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One thing I'm sure of is that my diagrams of how to control space are uglier than anything you guys ever made.
pic.twitter.com/B41f7OAUzG
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W odpowiedzi do to @tgdfweb@mediumclawboy i jeszcze
Oh man, this is in a book that someone actually printed. Whew.pic.twitter.com/JQYnhE5WAF
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