Making ‘Diablo II’ was pure Hell
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David L. Craddock is the author of more than a dozen books on video games, among others Break Out, About the history of Apple II games, and Rocket jump, about the history of first-person shooters.
“I often write a lot about games that were played in the 80s, 90s, and early 00s,” Craddock says in section 481. Guide to the Geek Galaxy podcast. “I like to write about creative people who had great ideas but had very, very drastic restrictions, and I think that’s where the most sustainable products (the most sustainable experiences) ever come from.”
It’s one of Craddock’s latest books Stay and listen: II. Book, About making a classic action RPG on Blizzard Diablo II. Craddock says this volume was much larger Stay and listen: Book I., about the original Devil. “In terms of the timeline, in terms of the game, there was a lot more to juggling,” he says. “I think 10 are good chapters Stay and listen: II. Book pay attention Diablo IIdevelopment. The game was incredibly great, and the things that happened in Blizzard and Blizzard North were also important. The action is much bigger. “
The creation of Diablo II It was a tiring process that had a rough 18-month crisis. They handed out sleeping bags to staff and provided regular meals so they wouldn’t have to leave the office. The experience had a profound effect on all involved. “You miss your house, you miss your bed, you miss your significant other, you miss your friends, you miss your favorite TV series, you really miss watching it live with the rest of the world,” Craddock says. “These people sacrificed a lot to make this game.”
Listen to the full 481 interview with David L. Craddock Guide to the Geek Galaxy (above). And see some notable points in the discussion below.
David L. Craddock Diablo II: Lord of Destruction:
“Diablo II It was launched on June 29, 2000. One year later, until today, Diablo II: Lord of Destruction“The only official expansion of the game,” he said. Diablo II it’s great, though Lord of Destruction even better. They all worked Lord of Destruction He considers Blizzard to be the highlight of his time at North for next year Diablo IIwhen it was launched, when many other people in the studio — most of the rest of the studio — were wandering around, very frustrated and very burned out, Lord of Destruction the team truly lived the dream of all developers. You have a successful product, you already have a pipeline to give more content to that product, you have already overcome the pain of working to put all these things in, now you can create more things. “
David L. Craddock David Brevik:
“He was one of the most burned out people Diablo II, because he put a lot of pressure on himself to succeed. It was kind of controversial as he looked to the end. He was playing a lot Everquest, and many other developers who were burning midnight oil were angry with him. But as her marriage was falling apart, she would put a lot of pressure on herself for both games. He needed to look at his mind. … He said, ‘I was the seagull manager’. I used to stay at home most of the time, and when I came in I would shit everything, I would scratch a lot and I would walk away. ‘ And the same he said that, according to his admission. I have great respect for the people who put the truth — the creative truth — before their ego. ”
David L. Craddock at the store:
“Blizzard North didn’t want Blizzard Entertainment – a much bigger company – to come in, tell them what to do, and so on. [Blizzard North] its developers are protected from other Blizzard. On the one hand, it’s something a good manager does: if you’re working on the game and you’re not in management, the last thing you want to worry about is, ‘Shall we pay?’ or “I hear we can sell.” You don’t want to worry about that, and the managers don’t want to worry about that, they want to work. But the downside to this is that when these managers leave and if a new regime is introduced, they don’t know you. You’re just another face in the starting lineup, so they don’t have a problem leaving you. ”
David L. Craddock in storytelling:
“The Diablo II the cinematics were developed at Blizzard Entertainment, which were completely separate from the development of the game. … You could play Diablo II without seeing any of the cinematics and don’t miss it, because it’s beauty Diablo II it’s about not having to pay attention to the story. You can click and pay attention to the thieves. These games can be played on their own, and every time you play you pay less attention to the story because it’s just an old hat for that point. That was, in fact, why Chris Metzen played an important role in Blizzard Entertainment Diablo iii“The version that came out in 2012 eventually got in the way of the story, and that’s a mistake that Blizzard North will never make.”
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