TheNewsGuy
07-25-2008, 05:45 AM
IGN (http://pc.ign.com) posted up a recent interview with Diablo III's lead world designer Leonard Boyarsky yesterday about the upcoming game. Lets take a look:
IGN: What do you do as the lead world designer, and what have you worked on in the past in that respect?
Leonard Boyarsky: As lead world designer I'm responsible for the lore of the game, the history, the story. I work with a quest designer named Michael Chu, who's had a lot of experience in the RPG industry. We make sure that through the quests the story's being conveyed to the player.
IGN: How much has the lore changed and evolved over the development process?
Leonard Boyarsky: Well, there are certain things that are set in stone because they've been in the previous games, but – I guess this is on the good side – I think there's a lot of potential that hasn't been tapped. Looking at it from that level, we haven't been boxed in as much as we could have, because we didn't dig as deep in the past as we could have. That's given us a lot of wiggle room. It changes – it's a very fluid thing and it took a little while to get used to, because no one wants to throw out stuff that they've worked on, but the philosophy is that the best idea wins, it doesn't matter if it comes from the top or it comes from the bottom, or it comes from wherever, so… it's a process… but it works really well.
To check out the rest of this interview, visit here (http://pc.ign.com/articles/893/893781p1.html).
IGN: What do you do as the lead world designer, and what have you worked on in the past in that respect?
Leonard Boyarsky: As lead world designer I'm responsible for the lore of the game, the history, the story. I work with a quest designer named Michael Chu, who's had a lot of experience in the RPG industry. We make sure that through the quests the story's being conveyed to the player.
IGN: How much has the lore changed and evolved over the development process?
Leonard Boyarsky: Well, there are certain things that are set in stone because they've been in the previous games, but – I guess this is on the good side – I think there's a lot of potential that hasn't been tapped. Looking at it from that level, we haven't been boxed in as much as we could have, because we didn't dig as deep in the past as we could have. That's given us a lot of wiggle room. It changes – it's a very fluid thing and it took a little while to get used to, because no one wants to throw out stuff that they've worked on, but the philosophy is that the best idea wins, it doesn't matter if it comes from the top or it comes from the bottom, or it comes from wherever, so… it's a process… but it works really well.
To check out the rest of this interview, visit here (http://pc.ign.com/articles/893/893781p1.html).