Difference between revisions of "Diablo"
(→Conclusion: [non-categorization edit:] source? I have "the official diablo guidebook" (interview at the back), and the roguelike that they mention is nethack.) |
(added info from interview. not structurally identical to band/moria (semi-persistent).) |
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== Description == | == Description == | ||
Diablo by Blizzard is by many | Diablo by Blizzard is considered by many a commercial roguelike, a roguelike that was graphical and real-time. Developers Brevik and Schaefer had in mind a graphic version of the "old Unix-based games". Eight months into development, the decision was made to make the game [[real-time]] as opposed to [[turn-based]]. | ||
Quotes from interview with developers included in ''Diablo: The Official Strategy Guide'': | |||
: "They said their game would be ''Rogue'', ''Moria'', and ''NetHack'' meet ''Crusader: No Remorse'' and ''DOOM''," Producer Bill Roper says. "Now that was something different. We all loved the old Unix-based games, and when we took a look at the design documents, we just had to go with it." | |||
: Brevik and Schaefer had kicked around the idea for a different type of role-playing game from Condor's founding. Brevik was a long-time fan of the old Unix-based games, those simple dungeon hacks that were different every time you played them. "It was all text," Brevik says, "so you were really just moving the squiggle around to fight the letter 'A.' Not all that exciting. But we thought, what if we gave them a graphic treatment?" | |||
== Similarities to Roguelikes == | == Similarities to Roguelikes == | ||
* Diablo features a world | * Diablo features a world similar to [[Moria]]: a town level where you can buy things and a multi-level dungeon below. | ||
* The dungeons are randomly generated, so is the item and monster placing. | * The dungeons are randomly generated, so is the item and monster placing. | ||
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* The game is hack'n'slash focused. | * The game is hack'n'slash focused. | ||
* Inventory management is an issue (again similar to [[Angband]]). | * Inventory management is an issue (again similar to [[Angband]], [[Nethack]], and most other Roguelikes). | ||
* All the standard roguelike subset features of cRPG's apply (classes, character levels, stats, etc) | * All the standard roguelike subset features of cRPG's apply (classes, character levels, stats, etc) |
Revision as of 04:58, 19 September 2005
Description
Diablo by Blizzard is considered by many a commercial roguelike, a roguelike that was graphical and real-time. Developers Brevik and Schaefer had in mind a graphic version of the "old Unix-based games". Eight months into development, the decision was made to make the game real-time as opposed to turn-based.
Quotes from interview with developers included in Diablo: The Official Strategy Guide:
- "They said their game would be Rogue, Moria, and NetHack meet Crusader: No Remorse and DOOM," Producer Bill Roper says. "Now that was something different. We all loved the old Unix-based games, and when we took a look at the design documents, we just had to go with it."
- Brevik and Schaefer had kicked around the idea for a different type of role-playing game from Condor's founding. Brevik was a long-time fan of the old Unix-based games, those simple dungeon hacks that were different every time you played them. "It was all text," Brevik says, "so you were really just moving the squiggle around to fight the letter 'A.' Not all that exciting. But we thought, what if we gave them a graphic treatment?"
Similarities to Roguelikes
- Diablo features a world similar to Moria: a town level where you can buy things and a multi-level dungeon below.
- The dungeons are randomly generated, so is the item and monster placing.
- The game is hack'n'slash focused.
- All the standard roguelike subset features of cRPG's apply (classes, character levels, stats, etc)
Differences to Roguelikes
- Diablo has graphics. This difference isn't so valid today - many traditional roguelikes have tilesets, many in-dev roguelikes have graphics. Also isometric perspective was also used in roguelikes. The only thing that differs Diablo here is the fact that it has animations and nice isometric-tiles (Iso-Angband). Yet, this is something that a unpaid hobby developer usualy can't do on his own.
- Diablo is realtime. This one also might be considered invalid. Some of the recently developed games that want to be called roguelikes have reltime (for example 3059 or Egoboo).
- Diablo has music and sounds. Well, here DoomRL is a counter-example of a roguelike game that successfuly implements sounds and music. Also some Angband and NetHack interfaces have sound.
Conclusion
The designers of Diablo admitted in an interview that they were inspired by NetHack. As wether Diablo is a part of the roguelike genre remains a question.
An interesting project was undertaken by Kornel Kisielewicz in this field. He took the original underlying mechanics of Diablo and implemented them into a roguelike framework as his 7DRL entry. He based on the pre-release demo of Blizzard, so the amnount of contents is heavily reduced. The result was a simple, yet playable coffeebreak roguelike called DiabloRL.