Blizzard Entertainment's Community Manager talks about the studio's decision to implement always online requirement in their upcoming Diablo universe game.
Diablo 3 Screenshot 125
Earlier today, Blizzard Entertainment's Community Manager Bashiok did an introduction to the technology behind the upcoming Diablo III game.
Within the forum post, Bashiok explains why Blizzard made a decision to create a title that requires people to be online to enjoy it and compares this client/server architecture to the World of Warcraft's technology.
Blizzard Entertainment:
In addition to all the other benefits that we believe ultimately come from having everyone online such as an active, centralized community, a popular arena system, accessible character storage, etc. etc. Diablo III is built on a client/server architecture, which means not all the data for the game or mechanics reside on the client (your computer).
This is not too unlike World of Warcraft where the world itself, the art, the sounds, etc. are on your machine, but all of the NPC’s and enemies are controlled by the server. Diablo III doesn’t function in all of the exact same ways, but things like monster randomization, dungeon randomization, item drops, the outcomes of combat, among others, are all handled and verified by the client talking to the server, and vice versa.
We’ve learned a lot from this type of architecture from World of Warcraft, and the added security and oversight it provides. It allows a great deal of control over the game at all times for all players, so if we know there’s an issue or bug we can usually address it right then and there through a live hotfix. Hotfixes can’t be used for everything, we’re still going to have client patches, but we’re definitely looking forward to being able to deliver a consistently high quality experience to all players simultaneously through processes like hotfixes.
In addition there are some pretty intense security concerns. While there’s never a fool proof solution to stopping hack and cheats, we’ve found that a strict client/server architecture is a huge barrier for their development and use.
Ultimately we made the decision to make the game client/server based because of the security and quality it can provide to those playing, and as a bonus it reinforces a lot of our ideals for a thriving online community.