Since its initial announcement in 2019, Diablo IV has generated tremendous anticipation among players around the world. Over the past few weeks, we’ve had the chance to dive into the game’s preview builds and be captivated by its exhilarating gameplay, sinister lore, and endless replays. Below is an interview I did with the people behind the game that sheds light on the depth of this long-awaited hellish adventure.
Can you share any Diablo IV features or gameplay mechanics that you think will excite longtime fans of the series?
Diablo IV Lead UI Designer Dorottya Kollo: I always like to start in class. Because we were working very deep in class. We created the lore to make sure you believe in what class you’re actually playing as, rather than just a class. As with Druid, this is probably one of my favorite him. They can talk to animal spirits and actually make offerings and get something in return, so that trade is made. And I like the fact that if you’re not a druid, you can’t really see and interact with other players. Aside from classes, the skill tree is something we’re really proud of that we’ve put a lot of effort into. It looked completely different than half a year ago. In general, when it comes to lore and gameplay, it gives players the opportunity to explore the world and explore dungeons and fortresses.
Adam Z. Jackson, Diablo IV Lead Class Designer: It has a series of progression systems that I think many longtime fans will enjoy. Starting with the skill tree, we start with very simple itemization. Then, as you progress through the campaign, more layers are added on top of how you can customize your character. Later in the game, you gain unique powers that give you even more ways to customize your player, and the Paragon Board comes online. So it starts off mild and then adds more systems and ways to make your character really special and powerful.
Given that Diablo IV is an open world, how has the studio re-approached the design philosophy for activities outside of the main story campaign?
jackson: One thing we’ve done that’s very unique to Diablo IV is the Codex of Power. Usually in other games it’s a bit random and you just expect to get the equipment you want by killing enemies. Codex of Power he combined two things. We want you to fall in love with this open world we created. It also provides a definitive way to create any character fantasy you desire. Every dungeon in existence comes with a legendary aspect of the Codex of Power. When you clear the dungeon for the first time, you can obtain the Essence of Legendary Power. You can then take it to a crafter called an occultist to imbue the item with its power. You possess that power indefinitely. There are still other legendary powers that you have to find in the traditional way of going slaying monsters and praying to get what you want, but this is the open world and how our system interacts. One way. , I hope we can create an even better experience than we had with previous titles.
Roller: Well, for the open world, it was kind of like, how do you treat Diablo Front in terms of actual gameplay, how do you engage the player exploring the world. You never know what you might find, so the team did a great job. You start going somewhere and you’re like, oh, I’m going to pin this quest, I really want to do it. But with so much going on, it’s a constant distraction. I might hear villagers screaming somewhere, so I want to check it out now. So all the unpredictability in creating the world matters.
As we’ve discussed, Diablo games are known for their replayability. What sorts of things have you done in Diablo IV so that players can enjoy the game over and over again? Also, are there any new systems or improvements in that respect?
jackson: There is a path the player is expected to take, which is a bit narrow at first. We present ideas and fantasies to pursue, and the scope will continue to grow as more systems become available online. As a simple example, let’s say you’re playing as a sorcerer. It offers a very simple and straightforward fantasy. The first skills you choose when you log in are fire, cold, and lightning skills. So as we go through the campaign, we kind of lead you down that path. It’s pretty linear. Skill trees have some customization, but the general idea is simple. However, when legendary powers go online and class mechanics go online, it creates a lot of nuances such as what kind of fire sorcerer I want to be, since I can be like an incineration sorcerer who burns enemies with beams. increase. Firewalls to spawn things on the ground, Fireballs to shoot them with fireballs, or Meteors to shoot down meteors. They’re all fire, but they play very differently in fantasy. And as you progress further in the game, you’ll also find different legendary powers among them, and those skills change in different ways, changing different behaviors and nuances of play. Being a live service game also only changes a lot of what we can offer people. There will be more and more elements that will be incorporated into the game, and existing parts will continue to change and shape, so there will be a lot of work for people to do for a very long time.
Roller: On top of that, we’ve done a lot of testing and got some great feedback. It’s something we always want to work on to improve the game and consider what else we can offer our players. As Adam said, skill trees are built in a very flexible way in that they start from a particular path, say Fire Mage. And you thought, “Okay, I’m tired of this, I want to do it.” try something else. It also gives players the option to skip the campaign with that new character instead of forcing them to replay the campaign if they want to try out a new class at some point. After that, you can literally dive into the final element of the game and try paying out. A flexible way for fans to enjoy different classes.
Player vs Player (PvP) interaction is new to Diablo IV, can you elaborate on how PvP works in-game and what kind of experience can players expect? Is not it?
Roller: Originally, we wanted to create these very obvious areas on the map to make sure they were dangerous areas to enter. We wanted to make it almost our own. The idea is that you can be hostile, but you don’t have to. He has two elements to it. Let’s say one element isn’t going to be hostile, just kill monsters. There are certain bosses in the area that can be defeated. After picking up these dirty shards, you have to go to this ritual area. If you perform this ritual area, you will have to spend x hours converting these dirty shards into real currency. Once you get these currencies, they are yours and you can’t lose them. Then use this currency to buy some truly unique items in town, especially PvP vendors that others can’t get their hands on. However, it is clearly possible that someone will come in and kill you while you are performing this ritual, in which case you will not be able to drop shards or spawn from towns, so you will have to pick them up again. there is. A lot of people end up going against each other to get revenge, but it’s fun. Additionally, if he kills a player 10 times without dying, he earns the Vessel of Hatred title. If you can hold it for x minutes, you will get a special reward. But the problem is that you will be marked on the map and everyone will know you exist and will try to hunt you down. So we brought different elements and challenges to his PvP. There are also many monsters.
Lilith, the resurrected demon, sets the stage for the story of Diablo IV. Without revealing too much, can you provide some insight into the direction of the story, and what elements of the story should players get excited about?
jackson: The team is very excited about what Lilith represents and how she has such a big history in the game. Lilith has been around since the beginning of this world, but we haven’t really interacted with her as players yet. It’s really cool to have characters like this who are so influential and important but we’ve never really seen them (only heard whispers) and now they really are the main focus can be seen to be So we’re really excited for players to explore Lilith’s story and see how others are reacting to what happened. One of the team’s pillars is Return to Darkness. We are going back to our old roots of thinking of Sanctuary as a dark and scary place. She reflects that in many ways, and Story is one of them.
Roller: I also like how a strong female character named Lilith is introduced. Like, she’s scary And I love the impact she’s had on the game, even if it’s more subtle. Our research was heavily influenced by Adam’s theme of Return to Darkness, for example, the UI, the gothic style of the game you see and the materials you use. Initially, I wanted to use materials such as leather and paper for the UI, but considering the progress of the story, I ended up using burnt materials and lava stones that reflected things like burnt monster skins. . So the idea is to really take that fantasy.
What new choices and options will players have when it comes to character development and evolution in Diablo IV? We might be able to discuss what you’re particularly excited about and how you like to play.
jackson: One thing I couldn’t do before, but I can dig a little deeper into is the Paragon system. This is the endgame progression system that comes online shortly after the campaign. There are huge boards, and as you level up, you get 50 to 100 experience points, allowing you to move around these boards. There are different types of nodes. A legendary node that can contain rare nodes and glyphs that empower the nodes around it, plus a legendary power that’s about the same value as a legendary node. You can also select multiple different boards and rotate/change the direction you move on the board to get your stats in whatever way you see fit for your character. You can level up by chasing various rare glyphs. There’s a lot to do there, and it’s aimed at players who’ve been playing this game for a while, so I won’t introduce it at the beginning of the game.
Roller: Character customization for me is something that stands out and I’m personally very proud of. It’s the first Diablo game with such deep customization, giving players the option to create a character that speaks to them or something they can relate to. We’ve run a number of test sessions, but it’s worth seeing videos of people tearing up and being moved by their characters. This is the point of all our work.
With its dark atmosphere, highly customizable combat, and immersive storytelling, Diablo IV promises to offer both newcomers and longtime fans a highly replayable and satisfying franchise experience.
This interview has been edited and condensed for brevity and clarity.
Diablo IV launches on June 6th. Deluxe and Ultimate Edition owners can enjoy early access to the game starting today.