Posts Tagged ‘waypoints’

Dying in Diablo 3

Monday, February 4th, 2008

Town portals and corpse runs are two of the things that made Diablo and Diablo 2 quite unique. Now, they’re being “revisited” by the game design team.

Town portals will be removed in Diablo 3. Instead players will be using waypoints for quick transportation. I.e. if you’re close to a waypoint, you can go back to town.

Dying will similarly be based on the waypoints system. When you die, you don’t go back to town with all your equipment lying in some dungeon. You simply get teleported to the closest waypoint with minimal health (10%?). It’s your choice if you want to go back to town or you want to gulp a potion and continue hacking.

Here’s the “official” Blizz post at the Battle.net forums:

We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don’t want to remove the sense of suspense and danger by making town something you’re always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.

On that same note we also don’t want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.

So, with these things in mind we’ve found that a check point system works really well. Throughout your adventures, and generally at the ends of each “floor” of a dungeon your character is saved to a checkpoint. When you die you’re dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It’s obviously a very forgiving system as it is. It’s just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.

Regardless, potential penalties aside, this is the death mechanic we’re currently using and it’s working really well so far.