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Diablo Pitch Document (1994) [pdf]

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Re: Diablo Pitch Document (1994) [pdf]

#4
The "Marketing" section practically describes modern DLC.

Fortunately, they weren't able to implement any of it -- probably, among other reasons, because the logistics of physical disc distribution and merchandising were too complicated -- but perhaps it could be said that they were 15 years ahead of their time.

Re: Diablo Pitch Document (1994) [pdf]

#5
An underrated choice of the original diablo is that it would only show you a subset of story quests and boss monsters in a single play-through. A few (like the butcher) would always show up, but for most others there'd be multiple options for which story quest would be in the game.

A lot of games since include every quest in every playthrough (or change it based on what choices you make), and games like the Witcher 3 nailed having really well written side quests that weren't just filler. But enough players are completionists that it can feel exhausting to play those, and if you're a completionist the game often becomes less challenging because you're earning extra experience/gold.

Re: Diablo Pitch Document (1994) [pdf]

#7
My favourite story of Diablo's development (as relayed by David Brevik in the Diablo Postmortem - see below) is the part where Diablo was made real-time. He passionately championed that it should be more like Rogue or Moria purely turn-based and permadeath. That was until he implemented real-time movement in an afternoon and attacked a skeleton. This was a directive from Blizzard, and it effectively created the ARPG genre.

https://www.youtube.com/watch?v=VscdPA6sUkc

and for those averse to Google: https://www.gdcvault.com/play/1023469/Classic-Game-Postmorte...

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