![]() You need to be able to understand and appreciate the designs we've made." Legendary gems are among the most powerful and sought after items in Diablo Immortal.Īs with any free-to-play experience, there have been concerns over how Blizzard is monetizing the game. When you're playing the game, if you can't see your character or the spells you're putting down, then we've failed. Using bolder shapes, making sure the silhouettes are readable, so you can not only enjoy the designs of the characters and zones but also so you can understand what you're doing. "Obviously some of it is a stylistic decision, but a lot of that style comes through a practical way of making sure it's readable. "That's where a lot of the art style fell into place," Schulz said. We do have a few Paragon trees that have group bonuses that make you more lethal when in a group with other classes, but ultimately the goal was to just make classes that feel great, and we did a lot of testing and balancing to make sure they were all on equal footing."ĭiablo is known for its huge numbers of enemies, impressive skills, and piles of loot, and having all of that happen on the smaller screen of a mobile device, rather than a large PC monitor, proved to be the main challenge for the game's art design, according to lead artist Hunter Schulz. ![]() All these classes can deal damage and have a great time. We're not relying on the holy trinity of healer, tank, and damage. "They are very similar to previous Diablo games. "These classes are true Diablo classes," Burgess said. The game may feature MMO elements, but don't expect to find the "holy trinity" of MMO class design anywhere among Diablo Immortal's character classes, which includes the Barbarian, Monk, Crusader, Demon Hunter, Necromancer, and Wizard at launch. While Diablo Immortal is breaking new ground both as the franchise's first mobile and free-to-play entry and as a more social-focused, live-service MMO, it was important that the game feel like a true Diablo experience. Diablo Immortal's Barbarian plays exactly like fans of the franchise expect. Those are all firsts for the franchise, and some of those features-like various PvP modes and a multiplayer hub town-were ideas that originated during Diablo III's development. ![]() "We feel like it's at a really good point."ĭiablo Immortal will feature numerous MMO-like elements, such as multiplayer hub towns, eight-player raids, PvP battlegrounds, and the ambitious Cycle of Strife system. "Part of the reason we waited so long was we wanted to make sure the polish of the game was at a point where we were happy with it and happy to release it simultaneously with the mobile launch," Burgess said. As for why it took so long to officially announce Diablo Immortal for PC, Burgess said it came down to polish. Combined with the realization that dedicated PC players would simply use mobile emulators to access the game on PC regardless, Blizzard began the process of creating the PC version to ensure players would have an official PC experience. Back then, it was immediately clear Diablo fans wanted the option to play Diablo Immortal on PC, but it took Blizzard time-over three years-to make that wish a reality.Īccording to senior game designer Scott Burgess, who recently spoke with GameSpot, Blizzard knew following the game's announcement that fans wanted to be able to play Diablo Immortal on PC. ![]() That's good news, because while Diablo Immortal might not look it at first glance, it's shaping up to be a major game-changer for the franchise going forward, sporting MMO-like social features, an emphasis on PvP, and a live-service, "living game" strategy never before seen in the history of Diablo.įor the Diablo franchise's most dedicated fans, it was the news the game would also come to PC that helped reset the stage following the disaster that was Diablo Immortal's official announcement. Now Playing: Diablo Immortal - Everything to Know By clicking 'enter', you agree to GameSpot's
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