The game’s difficulty, for example, was originally inspired byWorld of Warcraft’s raids.
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Drop rates were designed to be fun for a player playing solo.Here’s a thought experiment.
Choose any drop rate you want.
Now introduce an Auction House that puts the player at the 99.99% percentile of loot.
Add in visual noise, mixed expectations of what happens to your gear, and other development priorities.
Another major feature left on the cutting room floor was talismans.
Originally, players could equip up to nine talismans to further improve their character.
The system was meant to be an evolution of charms from Diablo II.
Iterations of the system included a minigame style inventory where players would match different colored talismans for bonuses.
According toCheng, however, players ignored the system or found it tedious, so it was eventually cut.
The idea was that narrative choices you made would influence your character and your character’s development.
Some of Diablo III’s cut features that Cheng mentions will actually be a major part ofDiablo Immortal.
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