How a Scrapped Diablo 3 Idea Became a WoW Boss Hit
The story shows how a good idea can fail in one context but succeed in another, encouraging developers to repurpose mechanics creatively.
The story shows how a good idea can fail in one context but succeed in another, encouraging developers to repurpose mechanics creatively.
Key points - Wyatt Cheng, former Blizzard game director, shared the story on Instagram. - In 2004, Diablo 3 devs prototyped set monsters that shared abilities upon death. - The mechanic was scrapped because playtesters found it unfun and unnoticed. - Cheng later worked on World of Warcraft and used the idea for Anubisath Sentinels. - Each Sentinel randomly picks from eight abilities, making the encounter challenging.
Timeline - 2004: Diablo 3 team prototypes set monsters with shared abilities. - After Diablo 3 was put on ice: Cheng moves to World of Warcraft team to design boss encounters. - During WoW development: Anubisath Sentinels in Temple of Ahn'Qiraj are designed with random abilities.
FAQ
Q: What was the Diablo 3 mechanic that was discarded? A: It was a set monster pack where each enemy had one ability and would grant it to the others upon death.
Q: Why wasn't the mechanic fun in Diablo 3? A: Players focused on fast kills and loot, so they didn't notice the ability transfers during combat.
Q: How did the mechanic work in World of Warcraft? A: The Anubisath Sentinels each randomly picked from eight abilities, forcing players to adapt to different combinations.
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