pocahaunted
Arcane
Who gon buy this shit, bros? First diablo game that I won't be buying.
Sad.
Sad.
Diablo 3 - Raper of Souls (Trigger Warning)Raper of Souls is more fitting.
Blizzard released a propaganda regarding a fanart contest on Deviant Art. At the moment, over 500 people are sending their share of work to them.
Heres the sauce: http://moonbeam13.deviantart.com/journal/Diablo-III-Fan-Art-Contest-433277359
The prizes for the winner is: 5k dolars and a trip to their HQ.
Inside the terms on contract they say that every single art send to them will become their property.
I know that Blizzard fucked up with Diablo3, but why is noone seeing what they are doing right now?
Bullcrap. It's asking work for free in exchange for nothing. Spec work is a fucking disgrace and should be punishable by law.Blizzard released a propaganda regarding a fanart contest on Deviant Art. At the moment, over 500 people are sending their share of work to them.
Heres the sauce: http://moonbeam13.deviantart.com/journal/Diablo-III-Fan-Art-Contest-433277359
The prizes for the winner is: 5k dolars and a trip to their HQ.
Inside the terms on contract they say that every single art send to them will become their property.
I know that Blizzard fucked up with Diablo3, but why is noone seeing what they are doing right now?
What's the fuss about. You ain't gonna produce anything worth the copyrights anyway. And even if it's worth, the proposed reward is better than any possible profit sharing. Just think about it. 5k dollars AND a chance to vandalize a restroom at Blizzard. Dollars are just money, but the restroom part is priceless.
Fixed and that's actually pretty spot-on.Diablo 3 - Rape of Soul (Trigger Warning)Raper of Souls is more fitting.
It's not. Op exaggerated "a bit".Bullcrap. It's asking work for free in exchange for nothing. Spec work is a fucking disgrace and should be punishable by law.
http://www.nospec.com/faq
Bullcrap. It's asking work for free in exchange for nothing. Spec work is a fucking disgrace and should be punishable by law.
http://www.nospec.com/faq
What is spec work?
Basically, spec work is any kind of creative work rendered and submitted, either partial or completed, by designers to prospective clients before taking steps to secure both their work and equitable fees. Under these conditions, designers will often be asked to submit work under the guise of either a contest or an entry exam on actual, existing jobs as a “test” of their skill. In addition, the designers normally unwittingly lose all rights to their creative work because they failed to protect themselves by means of a contract or agreement. The clients often use this freely-gained work as they see fit without fear of legal repercussion.
Not until you posted.Man, you got the whole gamut of Codex intellect on display here in one thread.
Not until you posted.Man, you got the whole gamut of Codex intellect on display here in one thread.
Who gon buy this shit, bros? First diablo game that I won't be buying.
Sad.
'sup gaudaostI will. Agree with a lot of the criticism leveled at D3 but still ended up having a ton of fun with it. Expansion seems like it will be a nice addition as well.
'sup gaudaostI will. Agree with a lot of the criticism leveled at D3 but still ended up having a ton of fun with it. Expansion seems like it will be a nice addition as well.
can we start a romance with the ghost of dekcard cain?Blizzard and Bioware are finally cooperating to bring emotionally engaging experience?
Diablo III was going to have branching storylines - but multiplayer made it "impossible"
Suddenly, it makes sense. Why, in the early days of Diablo III, did Blizzard hireLeonard Boyarsky - one of the originators of the Fallout series, and later lead developer on Vampire the Masquerade: Bloodlines - to head up story on a linear action RPG?
Here’s why: an early version of Diablo III had a branching narrative, and a sliding moral scale that opened up new player choices. But it was not to be.
“That was one of the roads we went down early on when I first started,” Boyarsky told PCGamesN at a recent Reaper of Souls event. “And that was one of the reasons I think that they were interested in me joining the team, was because I had experience with that kind of RPG, and we were really interested in exploring that.”
Boyarsky has remained Diablo III’s lead world designer for the past eight years - but in that time he’s come to believe that “you really can’t have an action RPG that has player choice”.
“It’s because it moves quickly, but I think the bigger issue has to do with multiplayer,” he explained. “Because if we offer you two different paths and I want to take a different path to my friend, how do we then reconcile that?”
Boyarsky noted that other multiplayer RPGs released since Diablo III have attempted solutions to the same problem - but in the process rendered choice-making “very superficial”. And that’s not something the man who designed Fallout 1’s endings is interested in.
“If I’m making an RPG where you have choice, I want it to matter,” he said. “And it was really not possible to make it matter and to make this game.”
During Diablo III’s development, the story team would have multiplayer meetings every two weeks - and every time they’d leave with “headaches and no answers”.
“Because every time we came up with a solution it was like, ‘Well, what happens when your friend does this’,” said Boyarsky. “We just never really came up with a good solution.
“If you’re making an action RPG, especially a multiplayer one, it really makes it impossible to go down that road.”
Players would have had branching conversation choices - and a ‘corruption’ system would have seen players gain access to different conversation options as their characters fell from grace.
In the end, though, Boyarsky and his colleagues told a linear story that was easily skippable for the portion of Diablo’s playerbase who were solely interested in loot.
“I think eventually we came down too hard on the side of the players who didn’t really want a lot to do with the story,” said Boyarsky. “And that was very problematic because our story started out as something a lot more complex than we could probably tell in the context of what we were doing.
“And instead of us realising that soon enough and really stripping that down, we continued to try to tell that story.”
Do you think it’s possible for a multiplayer RPG to offer a branching narrative without compromise? The Old Republic picked from conflicting player responses with a roll of the dice - while Divinity: Original Sin has more recently made cooperative conversations one of its calling cards.