Az Ausgamers.com készített egy rövidebb interjút Leonard Boyarsky-val (Lead World Desinger) és Dave Adam-mel (Lead Level Designer).A történetmesélésről szóló rész talán a legérdekesebb az egészben így csak ezzel a részével foglalkozunk. A játékot úgy tervezik, hogy a játékos is aktív részese legyen a történetnek, ne csak az NPC-ktől, tudja meg, hogy ez+az történt.Valamint sokkal mélyebbre ásunk majd Sanctuary történetében, köszönhetően pl. Deckard Cainnek, aki személyes élményeiről is mesél majd, milyen volt a a világ a Diablo és a Diablo 2 idejében (a Diablo 3 a D2 eseményei után 20 évvel fog játszódni).Így egy sokkal gazdagabb magával ragadó történet fog majd kibontakozni, ahogy haladunk a játékban, jobban megismerve az okokat és okozatokat.
Leonard: Well I think you just said it, it is that maturing of the franchise; we’re digging a little deeper into the world lore, we’re digging a little deeper into the story, you know, we’re looking at the background – using Deckard Cain as an example, we really get into his character – how does he feel about what happened in D2 and D1? Whereas in Diablo II, all this horrendous stuff had happened in D1 but you didn’t really get a feel for that, or for how he felt about it, you know what I mean, it’s, like, you find him in this cage in Diablo II and you rescue him and he might say a few things about it, but this time around we really wanna give you this feeling that everything is more real, you know a little bit more like these characters have depth. And not to knock Diablo II or anything but it’s more of what people want these days, and I think it adds a lot more to it because it’s a story with a lot of depth; it’s a story that when you look at it from that perspective, it has a lot of gravity to it and I think that’s a rich area we haven’t tapped into yet.
Dave: And it’s also, on the gameplay side, instead of listening to a story which was a lot of what you do in D2, we have this philosophy of “play, don’t tell”. So we’re trying to deliver the story in what you’re [actually]] doing. Instead of having all this dialogue you’ll have this part in whatever the event is and at the end you’re like “oh, okay I learnt something there” rather than just someone saying something about what just happened.
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