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by Sol Invictus, Level 55
Last updated at July 21, 2009, 7:43 pm
Diablo III Mazes and stuff

Randomized levels are the epitome of good dungeon crawls. With the element of unpredictability, adventuring becomes a risky and capricious prospect for any would-be hero; one will never know whether a treasure chest or a giant behemoth may lie beyond the corridor ahead.

The implementation of randomized levels in a game is often a tricky thing to accomplish. With too much randomization, most levels end up looking like British hedgerow mazes, each one indistinguishable from any other. Few people spend any time exploring the entirety of each randomized map and seek only a way to discover the exit at the other end of the map. While randomization may be good in theory, the execution of this feature has been far from satisfactory in the numerous games which have attempted it; including Hellgate: London and even certain parts of Diablo II, like the Jungles and the Durance of Hate in Act 3.

A gamer, whose views very much reflect that of my own put the question to Blizzard. Blizzard's community manager, Bashiok, responded:

We definitely agree randomized levels have some key issues with them, but they are a big part of what makes a Diablo game, and how could we not have them? The Diablo franchise is built on randomization in all forms.

You bring up some good points though, but I don't think they're issues that are insurmountable.

Randomized levels can indeed create a very generic feeling if not done well. We're working really hard to ensure that doesn't happen though. It's actually one of the reasons why our exterior layouts aren't randomized. It's extremely difficult to have wide open areas be randomized as well as interesting. Instead we have static exterior zones where the roads, towns, and edges are always in the same place. To keep some bits of random in there though we have a bunch of small, medium, and large pieces cut out of them. In those cut out pieces the game can then place the randomized "adventure" sets. They could be artistic in nature (a fountain, an abandoned cart), they could spawn extra enemies, or they could spawn quests.

Our interiors are randomized, but we do some things differently that help make them more interesting. I think we accomplish this mostly by using our interior jigsaw pieces more intelligently, building more and different types of jigsaw pieces, and also because our artists are amazing. I don't think anywhere in Diablo III are you going to think "This place is not visually interesting". The types of interior pieces do make an enormous difference, and I think we're pretty good at it now. In Diablo II for example you pretty much had a few standard square set pieces, and then a bunch of hallways. We still have those in Diablo III but we're mixing it up a lot more with more intricate and interesting 'showcase' pieces that make it seem like they're not even randomized levels.

Anyway, that's all just something you have to see to believe.

Your other point was that randomization doesn't really matter because you're just essentially rushing from the start to the end. I think you're mixing in some specific Diablo II issues with randomization issues. Without hacks (like maphack) and some unhindered mobility skills (teleport), being able to just rush through the dungeons would be considerably hindered. So I think those are really non-issues when we're talking about a different game. They're things we have to be prepared for of course, but they don't mean that randomization is a waste of effort.

All that said there are a lot of things that you can do to entice a player to be invested in each and every trip into a dungeon. Rewarding them for exploration and perseverance. It could be something as simple as having chests spawn that the player actually cares about finding! (gasp) or something as complex as an entire game-wide system based around dungeon exploration. Either way or somewhere in between, we aren't looking to create a game where rushing from entrance to exit is the most rewarding way to play.


I suppose it's just something we'll have to see in action, won't we?
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16 comments
JaRk
JaRk Jul 22, 2009 at 3:09 am
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I'm rather surprised this post didn't explain why they DIDNT include Randomization... Haha, guess I've just become a bit pessimistic with Blizzard lately... I'm sure it'll pass...
Alishe Shoes Jul 22, 2009 at 11:12 pm
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In the end it is all about clicking the monsters.
I hope they have a macro for this.    ~ epSos.de
Agamemnon
Agamemnon Jul 22, 2009 at 10:42 am
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Well, as long as we don't have broken maps that disallow us from continuing on with the game, I don't think I'll have much of a problem with it. Well, except if I have to experience Act III's layout ever again.
Repd Jul 22, 2009 at 3:49 pm
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I liked Act 3 a lot more than say, the maggot lair.
Sol Invictus
Sol Invictus Jul 22, 2009 at 3:59 pm
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The Maggot Lair was easily the worst map in the game. Thankfully, there's not much of it.
Lonethar
Lonethar Jul 23, 2009 at 12:31 am
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Yea...I think the thing I hated the most about Diablo 2 was the maps....  Act 3 sucked generally.  And the maggot lair was too...linear...
Agamemnon
Agamemnon Jul 23, 2009 at 1:44 am
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One thing you always wanted during a rush in Act 2 was a high level Sorc instead of anything else. They could teleport through the tunnels and straight to the end of things and then just open a TP to your destination.
Lonethar
Lonethar Jul 23, 2009 at 11:31 am
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Yea...and me always playing a Bowazon.... :(
Sol Invictus
Sol Invictus Jul 23, 2009 at 11:34 am
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It was no walk in the park with a Paladin, either. With no way to jump and no choice but to slog through those grubs, the place was claustrophobia-inducing.
Project_Xii
Project_Xii Jul 23, 2009 at 12:49 pm
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Don't worry. I always played an Amazon. Almost exclusively. I even made a meleezon build, and wrote a 100+ page blog/story on her adventures. "The Hardcore Blogs of Meleezon". It was very successful back in it's day.

I just loved Amazon skills above all others for some reason. The Valkyrie, Piece, homing arrow, multi-shot... they were great. Other classes just didn't hold my attention. That's why I'm hoping there'll be a damn good ranger/amazon class in Diablo 3. If there's not............
I'll be one very unhappy camper.
Sp3tSnAz
Sp3tSnAz Jul 24, 2009 at 5:44 am
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Pffft, worst was a summoner necro... it was almost impossible at times
Lonethar
Lonethar Jul 23, 2009 at 12:53 pm
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Yeah..I loved the *PIECE* skill too.  With it, I could put together a puzzle in NO TIME! 

On a more serious note...I think the Bowazon was SEVERELY underpowered.  Im really hoping the Classes are balanced in Diablo 3.
Lonethar
Lonethar Jul 23, 2009 at 1:17 pm
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Who else here played a 'Zon?  Anyone else find that their build was impossible to use with our friend Baal on Hell difficulty?
Rene Aug 4, 2009 at 1:31 pm
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I had a javazon last season that could kill hell baal in a few hits. Charged strike is the best boss killer (or anything killer really) when you get it up around level 45 or 50, and you have infinity on your merc.
Wargasm
Wargasm Jul 23, 2009 at 7:41 pm
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It's good to see that they are thinking about the finer points of randomization. Hopefully they actually do have chests worth opening and levels worth exploring. I'll believe it when I see it.
Cleric
Cleric Jul 26, 2009 at 8:32 am
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