For this video, I talked about how Blizzard misread the room, and their own brand, when it came to announcing Diablo Immortal.
For my first Dissecting Design video, we’re looking at the rise,fall and rise of Diablo 3. I talked about what the game did different from the start, the problems that the auction house (allegedly) caused. From there, Blizzard did turn things around with 1.04 and then the changes by Reaper of Souls. I also talked about where I feel Diablo 3 is still suffering in terms of content and what they could improve with patches and the next expansion.
Let me know what you think about this new video series and if you have any suggestions for titles worthy of being dissected; either good or bad games.
We’re talking about loot table design for today’s critical thought. Loot tables are the backbone of any procedurally or randomly generated equipment system. I talked about how they worked and some of the elements that you have to watch out for when designing your own.
If you would like to be a guest for a future critical thought, the option is now open on patreon.com/gwbycer
Coming in at #5 for 2016, we turn to the spiritual sequel to one of the few games to almost succeed in taking on Diablo in the ARPG market.