Forgive me if this has already been posted, I searched around and didn't see an obvious thread with it.
Gamebanshee recently got Leonard Boyarsky to do an interview. It's a great read with one exchange cutting to the core of things.
Here is a link to the interview, and the quote which had me cheering at my monitor:
http://www.gamebanshee.com/interviews/diabloiii1.php
Gamebanshee recently got Leonard Boyarsky to do an interview. It's a great read with one exchange cutting to the core of things.
Here is a link to the interview, and the quote which had me cheering at my monitor:
http://www.gamebanshee.com/interviews/diabloiii1.php
GB: Why was the decision made to keep the isometric viewpoint of the original Diablos and was there ever any doubt or discussion on using the same camera scheme in today's market? What are the advantages and disadvantages of using an isometric viewpoint for a game like Diablo III?
Leonard: There was never any question that we'd be using the isometric view. The advantages for this camera angle are many: It is the established camera angle for the series; we want our game to expand and improve on the classic Diablo feel, which is irrevocably tied to isometric gameplay; and we are able to create art specifically for that camera angle, which allows us to place polygons and textures strategically, so our game looks great and highly detailed while also running well on a wide range of systems. I suppose one possible disadvantage is that it is harder to involve the player on an emotional level for scripted scenes, because the characters are small and aren't in the player's face like they are from other camera angles -- but that's what we have our cinematics for.