Diablo Immortal will be a mobile MMO, developers reveal at BlizzCon 2021 – EzAnime.net

At BlizzCon 2021, we learned more about Diablo Immortal, Blizzard’s mobile entry into the iconic action RPG franchise. After a technical alpha that ended in January, we have a clearer vision of how the game is developing, and according to the developers’ own accounts, Diablo Immortal is a mobile MMO with tone and gameplay in line with the franchise, but it could have a few tricks of your own.

First of all, there is no release date yet, and it looks like the next phase will be another alpha, based on a press Q&A held during BlizzConline 2021. Blizzard does not announce when the next alpha will take place (although we did get more info on what’s coming, more on that later).

But based on answers given by Diablo Immortal lead designer Wyatt Chang and combat designer Julian Love, we know more about how the game was created to be a mobile MMO, but also what adjustments have been made to the formula. from Diablo to make it mobile. friendly while still feeling like a game in the franchise.

These are the main insights we got from the questions and answers:

(Image credit: Activision Blizzard)

1. It is designed to be a mobile MMO.

The big reveal seems to be that the Diablo Immortal team has been designing the game to be a mobile MMO, or at least an action RPG with MMO elements like voice chat, public events, and dedicated dungeons to face off with your friends.

We couldn’t get all the details in the short Q&A, but we learned that the technical alpha implemented the four-person dungeons that we had heard of before. The Diablo Immortal team stated that they would also like to have events with more than four players, which could be similar events to larger raids in the game, although they are still aspirational and the game could launch without these events.

But the technical alpha had extensive voice chat, not only in his group, but also on public channels. To address the audience, you can leave voice notes: press and hold a button dedicated to ‘record’ to save a message and a voice-to-text tool will translate and show other players a summary of your missive, which they can click to listen to your audio. This functionality is in the technical alpha just finished.

The team is also working to implement guilds in the game: “We want you to feel that your membership and participation in a guild is important,” Chang said.

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Players will operate out of the central city of Westmarch, and “dozens” of players can pass by as they roam. But most crucial to the MMO experience is “that the world exists outside of you,” as Chang put it, and like World of Warcraft, the world of Diablo Immortal is a persistent place that moves forward with or without you.

(Image credit: Activision Blizzard)

2. Its gameplay is suitable for short sessions.

Since the game was announced at Blizzcon 2018, gamers have been puzzled about how the mobile game will recreate or deviate from the Diablo experience. At the BlizzConline 2021 Q&A session, team leaders discussed changes to both the game and the look of the world to make it work on smartphones.

The Immortal team admitted to the challenge of adapting the action RPG to the mobile phone controls within the screen, meaning that the fingers will cover some of the action, although they noted that it was easy for players to ‘melt directly into the game ‘, as Chang described it. But a more interesting tweak was to shape the game so that it could be played in short bursts, which is well suited for mobile games.

As Chang explained, the Immortal team designed one-minute or three-minute or five-minute activities to be satisfying for players who took and left the game in short sessions and yet also made it fun for people who play sessions. marathon three. or four hours, as they do with Diablo games for PC and console.

They also lit up the game, literally, to make it easier to see for people playing on their phones in different lighting conditions.

“It benefits the game to not be so dark, because you have players playing in a lot of different ambient light situations and they can really have a hard time seeing something,” Love said. “It’s the kind of problem where a gamma control slider doesn’t really fix the problem. You really need enough ambient contrast to make sure the visceral action stays present and people can make out what’s going on. It’s a very fast-paced game.

So expect a brighter game, but also one with a tone between Diablo 2 and Diablo 3, the developers said. Presumably that means a game more colorful than the widely dark palette of the first, but less vibrant than the second, which was criticized at launch for deviating from Diablo 2’s dim, gloomy vibes.

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But with these tweaks, the Immortal team is trying to keep the game “feeling” like its PC and console predecessors, though trial and error will likely be needed to get the approach right.

“The most important thing that matters to me is ‘Does it feel like Diablo?’ And the only way to find out is to post it publicly and see if it’s on the right track,” Love said.

Lastly, one of the most frequent player requests in the technical alpha was controller support, which the Diablo team said they are working on.

(Image credit: Activision Blizzard)

3. You will have unique PvP experiences, such as mini-King of the Hill events

While the Diablo Immortal team hasn’t finalized their PvP plans, there was a glimpse of the kind of content they’re making to pit the characters against each other in the technical alpha.

In an area found in the early alpha version of the game, a treasure chest would spawn every three hours that would only open for the last player standing, essentially creating a king of the hill arena around them for the bold. they will conquer it. The remaining player managed to loot the chest.

That’s just a preview, Chang said: “Our PVP plans are definitely more ambitious than that.”

(Image credit: Activision Blizzard)

4. You will have microtransactions, but all new classes and content will be free

As previously revealed, Diablo Immortal will be a free game with microtransactions, but players will not be able to purchase equipment, which will have to be traditionally looted, for example, from the bodies of your enemies. Instead, in-game purchases will allow players to purchase gems and amulets related things. They also plan to have a battle pass system with free and paid hints.

The game will launch with six main classes and the Immortal team plans to add more, along with additional areas and content, which will be free to all players. Classes, zones, or other content will not transfer, based on current team plans.

“In-game purchases should never bypass the game. We want to structure our purchases so that it is an advantage and feels good about it, ”Chang said.

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While Diablo Immortal adheres to the beloved environment, characters, and game loop established in PC and console games, and enthusiastically recreates the experience for mobile devices, development for the platform surprisingly gives the team the opportunity to develop. some new elements that may not be possible in previous games.

One of them is a feature that Love has wanted to put into Diablo games for a decade, he says, but because all smartphone players use the same control scheme, Immortal’s team has a chance to set new effects. of monsters, such as allowing enemies to freeze the ground, causing players to slide all over the place and combine that with other environmental effects like wind.

“You have a completely new problem for players: the ground is slippery and there is a wind against you like this, and if I move with the wind I am faster but slipping everywhere, but if I fight the wind, I don’t have traction, ”Love said. “These are completely new problems for the player to solve.”

It’s unclear how prevalent this effect, or similar effects, is in Immortal, but it’s interesting to see how the design space opens up given the apparent limitations, or indeed, the opportunities, of mobile devices.

6. The next technical alpha release is likely to have final content

The technical alpha that ended in early January allowed players to access five zones and progress to level 45 to test character progression mid-game. A future alpha period – should allow players to climb to the game’s intended final limit: level 60.

In other words, players are likely to come across at least some of the end-game content in Immortal. That’s not the end of character growth, of course, as there are prestige points and a host of loot to make. Future alpha phases will also have more quest areas, and of course the two classes that have yet to be included: the Necromancer and the Crusader.

An announcement about the next technical alpha is coming ‘soon’:

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