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Diablo Pitch Document (1994) [pdf]

graybeardgames.com

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Re: Diablo Pitch Document (1994) [pdf]

#31

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.

It actually sounds more like loot boxes to me!

Re: Diablo Pitch Document (1994) [pdf]

#33
post #22
post #15

It was a different time: “Condor plans to spend one year in the development of Diablo. Personnel will consist of: one designer, one chief programmer, 2 junior programmer, 2 art director/artists, 1 illustrator/sculptor, 3 pixel artists, and 1 sound FX person” So, 11 people for a year for Diablo. Meanwhile Diablo 4 took 300+ people 6+ years. So over 150x the cost, not accounting for the fact that game developers are pa…

The results are also vastly different as the expectations, the number of platforms to support, the quality of the cut-scenes, ... and the revenue. But there are still indie games developed with such small teams. So, that is still a viable possibility.

And there's a massive trickle-down in terms of what very small teams are able to accomplish now by leveraging modern tools, engines, and art pipelines. It astonishes me to this day that Hollow Knight was basically developed by three people, including all the writing, art, design, and programming— there's definitely more content in that game than what passed for triple-A in the PSX era, maybe even PS2.

Re: Diablo Pitch Document (1994) [pdf]

#34

How things have deviated since Diablo 2, I’m so saddened by the lack of creativity in D4 compared to path of exile

Couldn't disagree more. Played all of them, and the story in D4 is fantastic, not to mention the amazing cinematics. Well worth the asking price.

You get through the story in a few days maybe a week or so, then you have the rest of the end game.

Compare it to Path of Exile and the difference is night and day

Re: Diablo Pitch Document (1994) [pdf]

#35
post #19

Earlier quoted context omitted.

Couldn't disagree more. Played all of them, and the story in D4 is fantastic, not to mention the amazing cinematics. Well worth the asking price.

This is interesting to me, because I always figured the Diablo series was prized for its moment-to-moment gameplay, rather than for its story or cinematics.

Pretty much this +1 it was less about story or cinematics. I really enjoyed the build dynamics in D2

Re: Diablo Pitch Document (1994) [pdf]

#36
post #19

Earlier quoted context omitted.

Couldn't disagree more. Played all of them, and the story in D4 is fantastic, not to mention the amazing cinematics. Well worth the asking price.

This is interesting to me, because I always figured the Diablo series was prized for its moment-to-moment gameplay, rather than for its story or cinematics.

Blizzard cinematics have always set a high bar. The WoW expansion teasers are always phenomenal.

Re: Diablo Pitch Document (1994) [pdf]

#38

How things have deviated since Diablo 2, I’m so saddened by the lack of creativity in D4 compared to path of exile

Couldn't disagree more. Played all of them, and the story in D4 is fantastic, not to mention the amazing cinematics. Well worth the asking price.

A game without actually fighting Diablo, that looks like an endless zone grind, based on what I saw on multiple Twitch streams.

No thanks.

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