[D3] Narrative elements
I know that everybody is too busy massacring to pay attention to why they are doing so. I understand, I have also been playing as if I had a blinker on and could only move straight from boss to boss. That's the nature of Diablo. I am a bit concerned, though, that they have made several narrative choices that conflict with this known nature.
For instance, the recorded diaries and journals. Somebody at Blizzard identified a problem: People don't want to read. People often say: "I would prefer not to." (And then proceed to revolutionarily stare out of the window). Solution: we remove the written text and substitute it with a recorded voice which will be playing while they slaughter. People love to have voices narrating some oblivious story while they're struggling with a boss pull. Maybe they didn't catch all that was said and want to actually *read* it... Then we make the access to the notes in their appropriate order so convoluted that they will desist.
There's several problems to this method. First, most of the notes are part of a large series which, unless played in order and not too distant from each other, will make their continuity falter. Secondly, the Lore tag by the corner appeared interesting at first, but is ultimately obnoxious and not readily removable. It keeps blinking until you click on it and cancel the narration. Thirdly, I found some of the diaries to be rabble which did not offer any particular insight on Santuary and its inhabitants. I found especially intrusive the boss-orders series, with Belial and Azmodan acting in their obvious villainous role. I don't know if it was intended or a by-product of the diary marketing, but I found these demons much less serious than their predecessors. What made Diablo a terrifying creature was his alienness and untranslatability. He wasn't issuing mischievous orders to petty mobs you were slaughtering. Pure evil cannot be made explicit, or it loses its abstract power. Similar to one of the suggestions that actors are given on stage: you cannot enact a pure emotion without instilling a reaction against patheticism in the audience; they'll probably laugh it off. It's difficult to take Belial or Azmodan seriously. Even with this last Diablo apparition I found it hard to feel any awe.
There has been some discussion on the subject of ambience and how D3 doesn't meet the standards set by the previous titles. They have argued that it was the illumination, which was much more contrasted in D2 or 1; the bright colours, although D2 also had a good number of sceneries that were well-lit and coloured; the music, which does not set any tone at all, much less tension. The Diablo 1 tracks were renowned for their eerie quality. No need for a big orchestra and fancy effects, they could do much more with less. Check it out:
The aforementioned arguments are indeed correct, but they have not taken into account some other aspects of the game that, no matter how gritty and dark they turned their sceneries, would ultimately detract us from experiencing any awe. The gameplay and mechanics do not allow the necessary introspection of terror. In D1 you had a hard time from the beginning, without any tutorial areas to hold your hand; the normal (not unique) enemies also required you to be alert; getting hit meant getting stuck in an animation which would slow you down, while the hordes gathered around you; the gear you collected was scarce and usually a trade-off of stats, some pieces being so wicked that they actually hurt you more than they did good; even the shrines played a part in setting an atmosphere, as you could never be sure that the next shrine wouldn't cripple you. I am ignoring D2 for the sake of discussion because it had already departed from the original idea of D1. What we have in Diablo 3 now is a tutorial mode, Normal, which can made even more simple by purchasing 3 or 4 weapons from the gold AH (even Nightmare is a breeze with one or two rares that other people dispose of); normal enemies are laughable; no stun-lock animation, thank goodness; gear is abundant, and if you don't get lucky, other people will for a pretty decent price (of gold); actually hurtful traps? None.
Regarding the sceneries, and watching the D1 video of the Diablo theme below, I've noticed that in D3 we have a compensatory abundance of gore details that do not actually provoke any response in us. Differently from the minimalistic scenery of the previous game, where there are only pentagrams, torches and Diablo. It is similar to the scenery in D2, which was still threatening despite of the bright colours.
I am also concerned with the decision of Blizzard of forcing the players to go through the story over and over again in order to farm. I cannot predict if that will make the game wear off more or less; what final consequence it will have. I had argued before that it could help set a clear, canonical notion of the game in the players' minds, much as Cain's line "Stay a while and listen" had been embedded in our gaming culture because of that same repetition. It could also prove to be tedious and degrading for the story elements.
I've taken heed of some things that D3 did well in the narrative field and that I expect to be carried into other titles when appropriate: clear-cut but not excessively rigid personalities for our PCs (unlike Shepard, who for me was less of a vessel of my personality/the personality I wanted her to enact, and more of an actress). They have found a perfect balance between allowing personal identification and delivering some character-based flavour. The same thing happens with the companions. I have enjoyed listening to their personal stories. Short but with a concise property which teased me, and did not overwhelm me with too much straying speech, which is the scourge of modern novels these days (R.R. Martin, I'm looking at you). Another neat element are the conversations that you hear from the NPCs around town. They set an unique flavour; engrossing without being intrusive. Blizzard has been doing well in this regard, except for the diaries part. Who did really think that we wanted to hear disconnected pieces of narrative while simultaneously fighting and looting?
On a final remark, I am very annoyed by the repeating lines of my Templar. My Demon Hunter is too polite to tell him that they already had that conversation before; twenty minutes ago, and two hours before, and last night. I hope Blizzard will implement an option to shut him up.

