Initially conceived as a drastically different title, Diablo IV's early development envisioned a "punchier," action-adventure experience with permadeath mechanics, according to former Diablo III director Josh Mosqueira.
Diablo IV's Near-Miss: A Roguelike Action-Adventure
A recent WIRED report, citing excerpts from Jason Schreier's book Play Nice: The Rise and Fall of Blizzard Entertainment, reveals a fascinating alternate reality for Diablo IV. Instead of the familiar action-RPG formula, the game was initially pitched as a Batman: Arkham-style action-adventure with roguelike elements.
Under the codename "Hades," early iterations, spearheaded by Mosqueira, featured an over-the-shoulder camera perspective, replacing the series' iconic isometric view. Combat was designed to be more dynamic and impactful, and, crucially, death was permanent.
While Blizzard executives initially supported this radical departure, numerous challenges emerged. The ambitious co-op multiplayer aspects, inspired by the Arkham games, proved particularly problematic. Internal debates questioned the game's identity: was it still truly a Diablo game? Designer Julian Love reportedly commented, "The controls are different, the rewards are different, the monsters are different, the heroes are different. But it’s dark, so it’s the same." Ultimately, the team concluded that the roguelike approach would effectively create a new IP, rather than a Diablo title.
Diablo IV recently launched its first major expansion, Vessel of Hatred. Set in 1336, this expansion plunges players into the machinations of Mephisto, one of the Prime Evils, within the ominous realm of Nahantu.
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