The Reverse Design series looks at all of the design decisions that
went into classic video games. This is the sixth installment in the
Reverse Design series, looking at Diablo II. Written in a readable
format, it is broken down into three sections examining three
topics important to the game: How does Diablo II borrow from
different types of games like action RPGs, classical class-based
RPGs and Roguelikes? What are the different types of randomness in
Diablo II and how do they work? How do elaborate level-up mechanics
keep players interested in a relatively short game for dozens or
hundreds of hours? Key Features Comprehensive definitions of key
concepts and terms, introducing the reader to the basic knowledge
about the study of RPG design Summary of historical context of
Diablo II, how it came to be, and how it influenced other games
Extensive collections of data and data visualizations explaining
how Diablo II's systems work
General
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