Along with the many references to demons and devils, the Diablo series pulls from the gothic style of literature and architecture to craft a dark and foreboding setting. The cathedral and the monastery in the first and second game both have very distinctive resemblances to the gothic architecture during medieval times. The story itself is insidious in its implication of evil, mysterious story, and overarching plot. It's greatly reminiscent of gothic classics, and the influence there is unmistakable.
The gameplay influence on the Diablo series is much more simple than the complex stylistic background. Diablo pulls the rogue-like formula and changes it so that it is much more approachable for your average Joe. Rather than being turn-based, having an ASCII interface, and forcing players to permanently die quite a bit, Diablo is action-packed, good-looking and simple to understand. However, leftovers from the transition, such as randomization of levels, shrines, unidentified equipment, and procedurally-generated equipment all make an appearance here. In a way, Diablo is the gateway drug into games like Nethack, Dwarf Fortress, or Crawl.
The gameplay influence on the Diablo series is much more simple than the complex stylistic background. Diablo pulls the rogue-like formula and changes it so that it is much more approachable for your average Joe. Rather than being turn-based, having an ASCII interface, and forcing players to permanently die quite a bit, Diablo is action-packed, good-looking and simple to understand. However, leftovers from the transition, such as randomization of levels, shrines, unidentified equipment, and procedurally-generated equipment all make an appearance here. In a way, Diablo is the gateway drug into games like Nethack, Dwarf Fortress, or Crawl.
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