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I remember it like it was Diablo 4 Gold yesterday

  • Leader
    December 7, 2019
    "I remember it like it was Diablo 4 Gold yesterday, the second that we made it real time instead of turn-based... It was a significant debate in the office for quite some time. I resisted it. I didn't want to create it real-time." - David Brevik.It's difficult to quantify that the lasting impact that going real time would have in an RPG like Diablo, however, for all those that played it upon release, the encounter was both familiar yet new. "I was a big Gauntlet enthusiast, but the thing about playing with Gauntlet, it's only sucking quarters out of your pocket book," Julian Love explains. "So, when Diablo comes out, it's like that but with a lot more depth which you may just shed days and days in it. It had been an instant, instant hook"

    As the lead developer on Diablo, one of the drawbacks that David Brevik saw with the prospect of shifting the battle to real time would be extensive delays to an already drawn out growth cycle. Additionally, the demand for more cash from its newly found benefactor to finish the project. Even so, he obtained out-voted, and has been left with the prospect of radically changing the game.

    Alone in the office on a Friday, he had been forced to confront his greatest fear. "I was like,'This will take me forever. I clicked on a skeleton and also the protagonist walked across the screen, swung, and smashed it to pieces. At that moment, I knew that it was something different and special. You could easily tell."

    "It was not long then everybody in the company was just staying after work and playing with the game," Brevik continues. "People don't typically sit around after work and perform what they're working on daily." This shift to real-time combat came fairly early in the Diablo development cycle, and its effect would inform every decision from that moment on, from creature behaviour to skills to buy Diablo IV Gold objects and of course, loot.