Initially conceived as a more action-oriented experience, Diablo 4's development took an unexpected turn, as revealed by former Diablo 3 director Josh Mosqueira.
Diablo 4's Near-Miss: A Roguelike Action-Adventure
Ambitious Design Challenges Led to a Shift in Direction
According to a WIRED report citing Jason Schreier's book, Play Nice: The Rise and Fall of Blizzard Entertainment, Diablo 4's early development, codenamed "Hades," envisioned a stark departure from the series' established formula. Mosqueira, seeking to revitalize the franchise after the perceived shortcomings of Diablo 3, spearheaded a vision for a Batman: Arkham-inspired action-adventure with roguelike elements.
This prototype featured a third-person perspective, replacing the traditional isometric view. Combat was designed to be more dynamic and impactful, and crucially, the game incorporated permadeath.
However, this ambitious design proved challenging. The planned co-op multiplayer, inspired by the Arkham games, presented significant development hurdles. Internal debates arose questioning the game's identity: was it still truly a Diablo game? Designer Julian Love's observation – "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" – highlights the internal struggle. Ultimately, the team concluded that the roguelike approach would effectively create a new IP, rather than a Diablo game.
Diablo 4 recently released its first major expansion, Vessel of Hatred. Set in 1336, this expansion explores Mephisto's machinations in the ominous realm of Nahantu. [Link to Diablo 4 DLC review would go here].