One of TapTap team members sat down and talked with Wyatt Cheng, the Lead Designer, and Caleb Arseneaux, the Lead Game Producer from Diablo Immortal.
TapTap: Is there anything about the gem system and the skill tree system that is designed to be anticipated?
A: In the design of these two systems, our starting point is to balance their depth and breadth. There are two dimensions in any game design, horizontal diversity and vertical development. Balancing the depth and breadth of the gem system is designed to give players a greater sense of customization while giving them more options to choose their logic of gameplay.
The skill tree system is also similar in logic, as players can earn many points and use them in different ways to gain additional rewards or character increases.
TapTap: Because of the COVID-19 pandemic this year, has the development progress of the product been affected? Are there any interesting stories you can share about the development process with NetEase?
A: The COVID-19 pandemic didn't affect us too much. Video and conference calls are a common process for us. Besides, since we were initially focused on online communication, our development progress was not significantly affected. It's just that the previously planned offline communication had to be changed to online.