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Cinematic

615 bytes added, 14:04, 10 September 2010
Final Game Cinematics
::It's a difficult story to tell with cinematics because we basically have a main character who can't be in the cinematics. We've really focused on the ancillary characters - Their focus is always to be kind of implying the player's presence right outside the room on the other side of that door.
::We don't have a big focus on in-game cinematics. We try to tell our story through action, through questing, and through events. We do have a lot more scripted events, but we separate those from in-game cinematics in the fact that we don't pull control away from the player.
===In-Game Cinematics===
 
The [[D3 Team]] considered including more cinematics in the game, using the in-game engine, as is done in Starcraft 2. This was ultimately rejected for various reasons, as detailed by Jay Wilson in August 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/]
 
::The team debated implementing realtime-cutscenes using the game engine (as is done in Starcraft 2) but scrapped the idea since it would have been too much work. There are too many characters, too many NPCs, and with five classes, times two for each gender, plus 18 different armor sets/appearances.
==Cinematics vs. Machinima==