![]() The concept team originally thought of a battleship when coming up with a structure capable of defending itself. The panel then transitioned into some visual design elements surrounding the siege of Bastion-a fortification being attacked by the forces of hell. When used, these lore books play an audio file narrated by the character they're associated with, but the key is that the player can still fight and do other things while it's playing. What's more interesting is the addition of optional story elements in the form of lore books, which players can choose to ignore completely or they can track down every single one, depending on what they want out of the story. For example, a level can tell a story based on its finer details, whereas interacting with non-player characters during a dungeon sequence creates opportunities for smaller bits of story. The end result of this is a game that tries to tell a story in multiple ways, some more direct than others. It wants the player to be able to experience aspects of the story without drawn-out expository sequences that interrupt the flow of the game. Ultimately, this went against Blizzard's policy of action-based storytelling. At a little over a minute, it was simply too long and prevented players from getting into the game itself. More specifically, something that bothered Blizzard about Diablo II was the introductory conversation that set the scene for the story. One of the more interesting topics came from what the development team learned from Diablo II. What they said: The BlizzCon 2010 panel served as a breakdown of Blizzard's methodology in designing all aspects of Diablo III. Death, destruction, and colorful armor await. ![]() Who was there: Jay Wilson, game director of Diablo III, was joined by Kevin Martens (lead content designer), Josh Tallman (concept artist), Peet Cooper (senior environment artist), Jason Bender (senior systems designer), Jill Harrington (senior technical artist), Steve Shimizu (lead gameplay programmer), Christian Lichtner (art director), and Michael Nicholson (senior user interface artist).
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