How One Gameplay Decision Changed Diablo Forever

"Today on War Stories, Ars Technica is joined by Diablo lead programmer David Brevik to break down the genesis and development of a PC hack & slash masterpiece. Unbeknownst to some, the original concept for Diablo called for a traditional, turn-based RPG - a genre Brevik came of age with and was heavily influenced by. However, following a fateful vote by show of hands at the Blizzard North offices, Diablo became something new entirely and an initially reluctant David Brevik was on the cusp of creating the first entry in a legendary action role-playing series..."
lucky760says...

Ditto! Totally thought it was Adam Savage at first.

SFOGuysaid:

In the thumbnail, I had this slightly weird moment where I thought: wait, Adam Savage was part of the programming team for Diablo?
lol
But no...

cloudballoonsays...

No surprise here, it's its claim to fame of real-time action from the traditional turn-based RPG mechanism. Just like the Red Alert, Warcraft of its era.

lucky760said:

23 minutes is too long for me.

Can someone just tell me what the one gameplay decision was that changed Diablo forever?

🙏

fuzzyundiessays...

Early in development, Diablo was turn-based, like many RPGs and Rogue-likes before it. Then Blizzard South (the Warcraft team) pushed hard on Dave and the Blizzard North team to try out real-time combat instead of turn-based.

Dave didn't want to, but his team took a vote and Dave lost handily. He was surprised when it only took a weekend to rough out real-time combat and stunned when he realized how fun it was. A new genre was born.

lucky760said:

23 minutes is too long for me.

Can someone just tell me what the one gameplay decision was that changed Diablo forever?

🙏

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