With the upcoming release of Diablo III: Reaper of Souls and patch 2.0.1, Blizzard is aiming both to introduce a ton of great new content to Diablo III, and to significantly improve the game's existing content and gameplay systems. As lead designer Kevin Martens told me at a recent preview event, everything they're introducing shares one thing in common, "expanding replayability and sanding off the rough edges of the randomness of the game." In outlining for me the ways in which Blizzard hopes to do this, he started off by focusing on the content of Reaper of Souls.
"Reaper of Souls is cool for us because--and this is always true for expansions--we can take everything we've learned from the main launch of the game, we've had 15 million people play it and we've seen crazy things happen, and we can build on that base. We're not stopped by tools and technology anymore; it's more about doubling down on what made it fun. So at the high level, we've got three major things: we've got our new class, we've got act five, the continuation of the story, and we have Adventure mode."
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"The metaphor I tend to use is cars. Everyone gets to drive a Lamborghini. It may not be the top-level Lamborghini, you might have to play a long time to find that one, but everybody gets to try out the wacky, crazy, powerful stuff. Guaranteed."
Senior level designer Larra Paolilli took over to explain Blizzard's intentions with Adventure mode in more detail. Describing the mode as Diablo III's go-anywhere, slay-anything sandbox mode, Paolilli called up the world map from which you access the mode's content. "You're free to play however you want, by yourself or with friends, and you can kind of design how you want to play and the amount of time you want to play. So you can just go and farm if you want to play that way, but if you want to play for 15, 20 minutes or so, you can do bounties." These were indicated by exclamation points in specific locations on the map. "Those are randomized content from throughout the entire game, and each time you come in, they'll be different. So where they are within the act, and what they are, will be different each time." Bounties can involve killing bosses, clearing out dungeons, or completing other goals, and they reward you with experience, gold, and rift keystone fragments. Collect five of those and you can access a rift. Rifts, Paolilli explained, "are multilevel dungeons that take a mix of tilesets, lighting and monsters and put them together in a combination you haven't seen before. So each floor can be something different. And they all culminate in a unique boss fight. And these are the best way to get loot."
Martens hopes that by increasing the quality and variety of drops for classes, Blizzard can also increase the variety of ways in which people play Diablo III. Previously, he said that players tended to pick certain abilities and stick with them for the duration. One aim of the new loot system is to encourage players to try new things. Using the witch doctor as an example, he said, "If you don't use fetish army and you start to get improvements to the damage, you might want to try it out. Maybe not with 14 percent, but you find two or three items that have plus fetish army damage and you kinda can't resist."
Martens is confident that the new system will lead to a better experience for everyone. "We're being way more generous with our drops. So we're actually dropping fewer items overall, you don't have to go back to town and clear your bags as often. But between the smart drop system and the generosity on our set and legendary items just being exponentially higher, you're much more likely to get awesome items. The metaphor I tend to use is cars. Everyone gets to drive a Lamborghini. It may not be the top-level Lamborghini, you might have to play a long time to find that one, but everybody gets to try out the wacky, crazy, powerful stuff. Guaranteed."