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Diablo IV IGN Interview - Combat Design and Visuals, Information versus Immersion
暗黑破坏神IV
由
Tharid
发表于
2022/11/09,09:12
It is yet again time for
another part of IGN's Diablo IV interview series
! This time, Diablo General Manager Rod Fergusson and Game Director Joe Shely discuss Diablo IV's visceral combat, the important balance between information and immersion during combat, and important combat visuals like monster highlighting.
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Combat Design in Diablo IV
Diablo III's "visceral combat" is the foundation of combat in Diablo IV.
Compared to Diablo III, D4's combat should feel more intentional. The team also tries to provide more clarity on the battlefield while increasing the stakes through difficulty.
In addition, tactical decisions during combat will play a bigger role, e.g. using movement skills during boss encounters.
"Time to kill" is one of the most important metrics in Diablo IV's combat design. Killing monsters too fast or too slow doesn't feel rewarding. Hitting the "sweet spot" is the goal of Diablo IV's combat design and systems teams.
Combat Effects in Diablo IV
Fergusson states that combat in Diablo IV will look and feel more "grounded" and immersive. For example, monster coloring will be less noticeable compared to Diablo III.
Shely adds that this approach led to some frustration as well when players weren't able to recognize threats on the battlefield, so hitting the "sweet spot" is key.
Things like monster highlighting are always a balancing act between providing enough battlefield information while still transporting that feeling of danger and immersion against powerful monsters.
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