Diablo Immortal: What shelf life will the mobile game’s scripted campaign have?

game news Diablo Immortal: What shelf life will the mobile game’s scripted campaign have?

Diablo IV regularly delivers its news via lengthy blog posts that immerse players in the heart of development, but of course it’s on mobile where the next stage of the license will take place, with Diablo Immortal.

A slowly approaching exit

Announced under boos from the crowd at BlizzCon with the now famous statement “You guys don’t have smartphones?”, Devil III little by little he reassured the players. Well helped by the announcement of Devil IV, the title gradually presented its ambitions, and the first contact was quite reassuring. The title is not yet available, but the opening of pre-registration has already brought together more than 30 million future playerswhile creating confusion.

In fact, on iOS, gamers have seen the date of June 30, which was only indicative as specified by Blizzard. The game will retain the hack’n slash approach of the series, with areas to explore in all directionswith various objectives, glitches, dungeons, side quests, events, or even main quests.

Diablo Immortal: What shelf life will the mobile game's scripted campaign have?

It is about these missions that we are going to talk about today, since our German colleagues from MeinMMO could ask some questions to Wyatt Cheng, Game Director, to Joe Grubb Senior Game Designer, about the scripted campaign. As expected, there will be one, which will serve as spine to all content. The two developers were initially hesitant, before explaining that the campaign does not work as a linear sequence of missionsthat we chain one after another:

Different people need different amounts of time. I hesitate to answer because our story is structured in 8 areas. But you can’t just teleport to the area, play the story, and finish the linked story. The story in each area takes about 15-45 minutes. Or say, about half an hour. But each of them has a level restriction. The Gut Swamp, for example, is designed to be walked at level 40-45. So once you hit level 40, you can experience the story there, which in turn continues the story from the previous area and continues further on.

Wyatt Cheng and Joe Grubb also explain that when players have completed the main quests for an area, new activities will be proposed. This will unlock rifts, bonuses, and dungeons, allowing you to gain experience and of course loot. Activities visibly designed to allow players to wait for the required level for the next area and thus extend the lifespan.

If it was just the story with no levels, you’d probably be done in less than 10 hours. But there’s all this other content you can do. Immortal is the biggest and most ambitious Diablo to date. That is why there is not just one quest line, but a lot of content around it.

There’s also story-based content, like side quests with characters you help out. It really depends on how long you want to put it on. If you ignore all that content, it goes pretty fast. But if you want to fully experience what Immortal has to offer, it’s a much bigger experience.

Unfortunately, this interview did not lead to more details about the business model of the game, which already plans to add content over time. In addition, we will have to wait to know if there will be or not bridges established between the mobile title and Diablo IV. Finally note that The release date of Diablo Immortal has not yet been finalizedbut estimates point to late spring.


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