That being said, looking back at his work with the Diablo II team and praised them as both a unit and as individual's isn't what I call "back-handed and self-fortifying." and-
You know what? Let's look at more of the quote.
He was asked if there were things in Diablo 3 that he would have done differently. And rather than give the nice, scrubbed and sanitized corporate 'dodge-the-question-everyones-happy-la-la-la' response, he said that their design decisions were not one's he would have made. All he said was that the game was not his cup of tea in the most polite terms possible, and this is how the D3 team responded. As for the Call of Duty reference, I'm not Brevik, so I'm only interpreting what he's saying here, but saying individuals in a team have an impact leaving a franchise does have an effect, and Infinity Ward leaving did have an effect. For better or worse is up for debate, as I only once played MW2 and that was to abuse the Javelin/Riot Shield glitch."I have very mixed emotions about it. On one hand I am sad that people haven’t enjoyed Diablo because it’s a love, a passion, and it's obvious people still have a giant love and passion for Diablo... That makes me feel great.
"I am sad because people are outraged and... some of the decisions they have made are not the decisions I would make, and there have been changes in philosophy and that hasn’t gone over very well..."
Honestly, you think mild comments from someone who helped build Diablo I and Diablo II describing his honest thoughts about how the third iteration came about is back-handed and self-fortifying? Please. Hellgate was a flop, no argument but his work in D1 and D2 is there.
And for good old fashioned nostalgia of shitstorms past:
Yeah. D3 teams reaction was so much better.
You've just shown the type of reaction people have to such mild statements. I posted the part of the quote that really got them riled up and in turn you post:
"Trash talking at it's finest folks. You never seen such bile-laced vitriol, whipped up in a froth inside the gastro-intestinal and spewed out with such a blast that it rivals a shotgun. Brevik should be doing video's shitting on random scrubs in Call of Duty. "
"Oh, thank you for that entire quote post without any input from yourself and not providing any context on how you wanted that quote to be viewed. You 100% made me look like a fool and I do feel mortified and sheepish."
I'm not sure where you've drawn the idea that I'm taking a shot at you or trying to make you look foolish from. You've just invented that part and blown it out of proportion with hyperbolic statements of your own.
And for the hell of it, let me post the entire interview in it's entirety. I honestly don't see how anyone could construe it as "back handed and self-fortifying" considering he never mentioned Hellgate, or boasted about his skills, or said that he and he alone could save Diablo 3. He was asked his honest thoughts, and he obliged in the most polite way possible.
If you still found what Brevik said to be mean and all that other rot, then I don't know what to tell you and there probably is no further use arguing either.IncGamers: You are very well known in the world of ARPGs, and I am going to ask you, Diablo 3 is probably the most anticipated PC title in 10 years. What’s your opinion on the final product?
David Brevik: Honestly, I think that they did a lot of the things the best they could, it was a very different game than I would have created, the team and personalities, the people, the talent and all the design philosophies of the people that worked on it in Irvine, we called them Blizzard South, those people have their own style and the their own way they like to design. It was very, very different from the Blizzard North.
So I think that when Blizzard South took over the development of Diablo 3 it was inevitable that they were going to create an experience that was in the Diablo theme but concentrated more towards the things that they liked to experience. Including more story and things like that.
When Blizzard North shut down they lost a ton of experience with why the Action RPG works and what about it works. That’s really difficult to recover from. They didn’t have the experience of people that knew it well. This is why you do things with random levels for example, and so when you lose that experience you are going to create a very different experience in the end than we would have created.
IncGamers: Do you think they bought the wrong people in? As we understand, Jay Wilson, for example, his background was RTS. From our point of view it looked like they misunderstood what kept people playing, The type of loot drops, which has been a big issues. One of the other issues is they have not listened to their community, and they have not analysed what makes up that addictive Diablo experience. What are your thoughts on that?
David Brevik: Well, the loot system. They made some decisions with the loot system that were very different than the way that we did it in Diablo 2 and I think that obviously the community has been upset with some of the decisions they made. Having all of your powers work off your main weapon and things like that, to having blues that are more powerful than yellows. Eventually the auction house and how that worked, even something as simple as when you equip an item and it’s bound to your character permanently would have totally changed the dynamic of the game.
It seems odd that they have not really responded in a quick fashion to some of these things. I think they are very well aware of the problems at this point and are trying to fix some of this stuff. It’s a shame that they had to learn some of these painful lessons
IncGamers: As you created Diablo, how do you feel about it? Do you feel a little let down that the legacy has kind of been mashed up?
David Brevik: I have very mixed emotions about it (laughs). On one hand I am sad that people haven’t enjoyed Diablo because it’s a love, a passion, and its obvious people still have a giant love and passion for Diablo and they are speaking out about it because they have such love for it. That makes me feel great.
I am sad because people are outraged and, you know, some of the decision they have made are not the decisions I would make and there have been changes in philosophy and that hasn’t gone over very well. I think in that way I am a little sad.
I am also a little happy, which I hate to say, it shows that the people that were involved in Diablo really did matter, and so I am happy that it has come to light that how talented that group was and how unique and special that group was. I am hoping that, as this happens very often in the industry, you see it with Call of Duty and things like that , when the people leave the game changes and it shows how critical people are in this industry.
IncGamers: One of the questions the Gazillion guys asked me to ask you was, where did the name Diablo come from?
David Brevik: I thought of the game when I was in high school and I lived in the east part of San Francisco in a town called Danville and I lived at the base of Mount Diablo and that’s where the name comes from. Once I found out what the mountain name was, I thought that was awesome, I didn’t speak Spanish, so I thought I wanted to use that as a title for a nemesis in a videogame. It’s simply from where I lived.
IncGamers: Well thanks a lot David, you’ve brought a lot of pleasure to millions of people over the years and hopefully you’ll continue to do so.
Richard M. Nixon won the debate versus John F. Kennedy, according to a poll conducted on people who listened to the radio broadcasted version of the debate. Apparently he had the better substance in his arguements.
And I'd be surprised if you've never seen someone dismayed by criticism from someone that they would regard as a peer in the subject. Saying things like "Fuck those guys, you can do better." Or "Fuck that guy, don't listen to him." are things that I've heard people say more than a few times to colleagues when how they handle things are brought into question.
Jay Wilson was trying to be supportive to the guy who'd taken the comments hard. If Chris Haga had never mentioned it, we would never have heard of any of this nonsense to begin with: The matter would've stayed internal and this would never even have been a point in the matter.
And yes, some people are, obviously, very sensitive of anything said in reference to them.
* This was sarcasm.
Jay Wilson makes strategy games, not ARPG's but it wasnt his fault the game is what it is, its the superiors.
The problem with D3 was:
This is what people wanted, pretty much around this stuff is what we talk about in between friends about D2 and D3 and what didn happen and we all agree on the same shit pretty much.
1)The way D2 LoD worked with items/bosses/drops/Levels/Skills etc, it was amazing, it still is amazing, doesnt matter if spells werent used, D3 specs are this and that also, everyone saying otherwise is clueless ;3.
2)New Uniques on top of the old ones, new runes, new gems, new charms, cause D2 LoD itemization was GOOD, you knew what you wanted to find, when you wanted it, what your build was, not stupid shit of "Farm blue packs in 1/1.000.000.000 chance to get a decent item roll, oh you found a unique? Sorry, horrible roll also!
And it definitely wasnt about "Weapon DPS", sure Physical builds/classes needed high DPS on weapons, thats why you made those characters after you were done farming with your sorceress for awhile.., there are Uniques and Runewords for that, that everyone knew about and an occasional awesome rare drop but YOU KNEW WHAT YOU WANTED AND AIMED FOR IT, not aimlessly playing in hope.
3)New areas/story (Well they delivered this so its a no brainer.)
What they gave instead was a game made to attract the WoW population while not keeping one single thing that made D2 awesome while checking how RMAH would work for future WoW expansions and Titan.
Last edited by potis; 2013-06-20 at 04:42 AM.
D3 was not a bad game, but it sure as hell was no D2. Anybody who works in IT should have some grasp of how private things really are on the internet. If he was a politician or a non-tech savy CEO you can say he didn't understand and probably excuse it. He knew exactly what he was doing, he knew exactly how private anything on the internet was, he rudely attacked someone publicly, and then he made a half assed un-heartfelt apology.
Had no idea about that, but yeah dawn of war is a very good serie.
Why exactly is he a loser? And please show me all of Jay Wilson's failures, aside from the incredibly questionable and seemingly forced implementation of the AH in Diablo 3, that neither fit the mold shown prior nor the game that was released.
Why isn't Brevik's own spiritual successor to Diablo 2 good, if he was the integral piece to making a great game?
What is the basis for your thoughts?
Aside from that though, another thing that I'm curious about in general with people's feelings about Jay Wilson: I know a few people have said things along the lines of "he should have stuck to RTS games" or "he clearly doesn't know how to make ARPGS", but again, aside from the ten ton gorilla AH, Diablo 3 has some of the best actual gameplay in the ARPG market. So, the gameplay, its sound design and visual design are all highly lauded, but the AH is the one thing that stops it from being flatly accepted as the best ARPG around.
(Side note, that's not to discredit Path of Exile, which is an absolutely excellent, far purer 'Diablo 2' experience overall, but it's clearly for a much more focused and hardcore market, more so than any of the Diablo games ever were)
Warhammer 40K: Dawn of War : Designer and Story (2 million copies sold)
Company of Heroes: Senior Lead Designer (4 million copies sold)
Diablo 3: Lead Designer/Director (13 million copies sold)
All 3 games above got an average rating of PRO reviewers above 87%
Hellgate LONDON: Lead Designer/Story (200K copies sold and an average PRO review of 68%). In fact after the launch Flagship Studios filed for bankruptcy, with the servers taken off line
Marvel Heroes: Lead Designer (free to play still in beta, but already considered one of the worst games recently and an incredible bad engine).
Mmm I wonder who is the real loser ?
Also, in recent publications it was shown that Blizzard Irvine had to put a MASSIVE amount of resources/money into D1 and D2 to get the game running decently. The first version of Brevik was simply refused by Blizzard Irvine as it was ... turn based. With each launch, Blizzard had to fly over a massive number of co workers to support the company they bought and renamed Blizzard North.
And ever since Brevik and his superior manager Bill Roper left Blizzard ... almost 10 years ago... they went from one disaster to another. After his several complete failures at Flagship Studios and Cryptic Studios, everyone thought Roper was finished, but ... surprise he is now one of the leading dudes of the new Disney project that wants to counter SKYLANDERS (from Activision).
You know normally that new Disney franchise would blow Skylanders away (with all that Disney stuff).
But guess what ? The project was already postponed 2 times and is now scheduled to enter the market in late August... We'll see.
TLDR: Learn the achievements in game design over the past 10 years (we are no longer in the age of Pac Man either) ...
Of course these are the things ... internet kids don't know at all...
Last edited by BenBos; 2013-06-20 at 11:56 PM.