It is not easy to draw up for 20 years or the last game to suit modern times. In particular, if the title is symbolic and tremendous games like Diablo 2, the waiting is more reluctant. 20 years ago, in that time, it was not even a part of the approach to the time. Recently, however, there is no such thing that is difficult to have somewhat uncomfortable and difficult to operate.
The design of Blizzard entertainment and UX accessibility senior Dream McCrii had a time to explain what he had done to increase accessibility, while creating Diablo 2: reserves through GDC 2022, and what results were described.
He adds a variety of conveniences, while he works, "the solution for one person benefits to many people" while working on Diablo 2 reservoirs, "adds a variety of conveniences, without disappointing the original gamers who want to reproduce the original work under the principle. Gamers said they were aimed at making the game to see the game.
In the early days, McCro Li and his team have made many worries to keep the original and modern reinterpretation. In fact, there were those who played Diablo 2 on the team in the team, and McCro Li said he played a few hundred hours. He thought that he thought he was better than anyone, but he realized that he was gathered for the remaster and he should fix and work more than thinking.
In the process, they were the most important thing they were to improve the play quality of the game and find the boundary between respecting the experience of the old game itself. Diablo 2 was not a good thing that it was not a good one of the best PC games in history.
For example, the beginning of the discussion, and the gametory have been completely added to add a completely private private gametory. This was definitely valid from a modern view, but it was a fundamentally changing originals. It was the story that I did not believe that they did not meet the original work that they wanted to go aim. It is unless you do not have a modernize that you can easily understand and play the game easier to understand and play.
We have diverted various work in order to improve accessibility. Color Amplification, Attack Breaking Display, Subtitle and NPC Subtitle Greeting Onlooff function. In the case of attacking the attack, it is a setting that allows you to check it as text when you are combat. It was a very small change point, but it was necessary for those who first played the game to provide appropriate feedback. Of course, the original gamers can be turned on to the unnecessary function.
In the case of auto acquisition of gold coins, many discussions have been discussed as true gametory. Diablo 2 is basically a game, pressing, pressing, and picking up items. This is because the automatic acquisition is a good feature, but I wanted to conflict with a classic gameplay experience.
But finally, if gamers do not hurt the game play experience, they added with the onoff function to set the gameplay to reduce physical burdens. The accessibility is that it is eventually to be found to be individualized and optimized for themselves.
The audio accessibility was also an important category that has been pouring many attention. For 'individualization and optimization', McColor thought that gamers need to pick only the sound elements they need themselves. Through newly added sliders, we worked on basic sounds, music, NPC metabolism, as well as interfaces, monsters, technologies, environmental and combat sounds, such as a very detailed element.
For controllers, I was able to make it much free to be a part 20 years ago. Thanks to this, it was able to make much more bold choices related to automation, such as automatic filling of potions.
Mac Croid is a lecturer, he said he is not an automation that is not the first to automate, but he said he could not get a game unless it is automated. Important Certain convenience features have been designed for anyone you need, and it was said that all people were not in mind.
The higher the convenience settings that can be used, and as the functions such as subtitles are increased, the higher the accessibility of the gamers. McCrori said that a variety of settings, the gamer with disabilities will be able to play the game without the inconvenience of the game, and it was happier enough to see it.
Meanwhile, after the release of Diablo 2 reserves, there was a really diverse feedback, and fortunately, the response to the game was better than expected. It would not be possible to satisfy everyone in relation to the approach, but in negative reviews, it was found that there was a positive assessment of accessibility in a negative review, so that they were in the right direction. Of course, there are many things that have not been lacking, and I did not reach the final goal.
He finally said that the approach is not the most important dismissal factor in developing the game. If more developers involve the part related to the accessibility, they will be a much better game, and they can save money rather than adding them firmly. And finally, I said that the game should be aimed at having a high accessibility to all gamers to reach 1: 1.
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