http://www.pcgamer.com/2011/12/05/diabl ... t-from-d3/
Cytuj:
PC Gamer: Can you guys tell us a little more about the Inferno difficulty level? Is it just going to be flat-out mean to the player?
WC: Yes. We have Normal, Nightmare, and Hell, and one thing about Hell in Diablo 2, it was more geared towards characters from, I’m gonna say, level 60-65 up to 100. Our level cap is 60, and Inferno is really geared towards max-level characters. One of the things we’ve been talking about is, we have a lot of environment art. And we feel that the most fun way to play isn’t to do the same run over and over and over and over again within the same environment, background art, whatever. So Inferno is the entire game on a much tighter level (band?? 3:30) so that you can basically do your loot farming in a wider variety of places. It’s still the same game, but everything’s designed for level 60, and the rewards are (superior) across the board.
Cytuj:
PCG: Will hardcore players get anything extra for their dedication, like different loot or titles?
WC: Not loot or stats. There are cosmetic rewards—we have a banner system in Diablo III, which is a visual representation of your accomplishments that’s shown in the Battle.net screen, or anytime you create a party with your friends. They’re customizable, and some customization options will be unlocked through Hardcore achievements.
PCG: Now, in Diablo II, power-leveling your friends or making alts and getting them power-leveled was a huge part of the game. Are you guys trying to promote that, or push people away from that?
WC: Twinking, as it’s colloquially called, is important. I think it’s actually really fun. It’s something that we intentionally try to support. I think that the trick is to make the twinking experience as fun as possible. So, for example, one phrase I like to use around the office a lot is, “players are very good at finding the path of least resistance.” So if I’m going to level a new character, I’m going to find the fastest and most optimal way to do it. Our job, as developers, is not to stop you from leveling your character fast. Our job is to make the path of least resistance is also the most fun. So, for example, is it fun to stack up a whole bunch of +Experience Gain gear that I’ve collected over time, put that on, and level, y’know, maybe 50% faster than the first time? Yes, we do think that’s fun, so let’s support that. We have a lot of features that actually encourage a second character. Things like your shared stash; also, a lot of people noticed in the beta that your gold is shared across all of your character.
AC: Your Artisan’s as well—your crafters are account-wide. So if you level up your Blacksmith to level 10, when you start on your next character, he’ll still be level 10, letting you focus on one of the other artisans