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At GDC 2015 Diablo game director Joshua Mosqueira speaks frankly about the seismic shifts in gameplay design, core philosophy, itemization and rewards that Blizzard implemented to fix Diablo III.
July 28, 2015
Sometimes a game design that looks great on paper and in early testing just doesn't hold up in the real world.
Some of the designers at Blizzard know that feeling. According to Diablo game director Joshua Mosqueira, the road from Diablo III to its big Reaper of Souls expansion was a long and difficult one for the development team.
At GDC 2015, Mosqueira spoke frankly about the hows and whys behind the seismic shifts in gameplay, core philosophy, itemization and rewards that Blizzard implemented to try and get Diablo III back on track.
If you missed his talk in person, you can now watch it for free over on the GDC Vault to learn about how the team managed to remove the controversial Auction House, about the evolution of randomness at the heart of the Diablo experience, and how the value of focusing on the fantasy guided this and other major decisions.
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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