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How a Diablo expansion led to behind-the-scenes trouble

polygon.com

21–30 of 80 posts

Re: How a Diablo expansion led to behind-the-scenes trouble

#21
post #5

It's a mystery how Blizzard then went on to release the failure Diablo 3 is.

Really? From my read of the article it seemed like most of the staff at Blizzard was incredibly immature and the kind of folks that bury their heads in the sand while ignoring reality.

And just to double down on my unpopular opinion, Diablo 1 was the best game in the franchise.

Re: How a Diablo expansion led to behind-the-scenes trouble

#22

> Per the terms of the sale, Ken Williams was given a verbal promise by CUC management that Serra[sic] and the other studios wrapped up in the purchase would retain their independence. That does not make sense to me, though I may be missing something. It's either a "verbal [only] promise" or in the "terms", no?

Both are legally binding and they could have both a verbal agreement and have that reflected in the terms, but there sentence structure is odd.

Re: How a Diablo expansion led to behind-the-scenes trouble

#23
post #5

It's a mystery how Blizzard then went on to release the failure Diablo 3 is.

Diablo 3 was far from a failure as it broke a number of financial records; the main problem was the game-design pitfall of basing a loot-based game around the Real Money Auction House. (which they fixed in the expansion) In a way the Diablo 3 RMAH helped validate the modern freemium/gacha business model for mobile platforms.

Blizzard has a huge fanbase that will legitimately buy up anything they release however good or bad it is.

D3 was given away for free with a year subscription to WoW at the time which skewed the numbers a bit too.

Re: How a Diablo expansion led to behind-the-scenes trouble

#24
post #5

It's a mystery how Blizzard then went on to release the failure Diablo 3 is.

Scherier does go into some detail on what went on with Diablo 3 in Blood, Sweat and Pixels [0].

[0]: https://www.harpercollins.com/9780062651235/blood-sweat-and-...

Re: How a Diablo expansion led to behind-the-scenes trouble

#25
post #12

Can anyone recommend a book on gamedev industry written by actual industry insider, and not a professional writer/journalist like this one?

Something tells me that folks like Jason Schreier or Patrick Klepek or--in a different sort of way--Jeff Gerstmann are actual industry insiders. Despite being, hisssss, journalists. Maybe we shouldn't play the dismiss-it-out-of-hand game.

Re: How a Diablo expansion led to behind-the-scenes trouble

#26
"During a milestone check-in with Cyberlore, however, Blizzard’s managers had deemed the work subpar. They cancelled the contract, finished the add-on pack, Beyond the Dark Portal, themselves, and resolved that only an in-house team could nurture a Blizzard property to an acceptable level of quality."

I was working at Cyberlore as a playtester when Blizzard pulled the plug on the Warcraft 2 expansion. It was baffling to us all. They never explained why, to us anyway. All these years later, to read that they felt the work was subpar is a surprise. We tried to get more info, but all we got was "Decision is made. Hand over all assets." We just thought it was some kind of internal political struggle.

These days everyone does agile, so these kind of big expectation mismatches don't happen so often anymore. In theory, anyway.

Re: How a Diablo expansion led to behind-the-scenes trouble

#27
post #5

It's a mystery how Blizzard then went on to release the failure Diablo 3 is.

Diablo 3 sold 3.5 million units the first day and 30 million units total as of 2015, so I'm not sure by what metric it would be considered a failure... aside from "I personally didn't like it"?

Re: How a Diablo expansion led to behind-the-scenes trouble

#28
post #26

"During a milestone check-in with Cyberlore, however, Blizzard’s managers had deemed the work subpar. They cancelled the contract, finished the add-on pack, Beyond the Dark Portal, themselves, and resolved that only an in-house team could nurture a Blizzard property to an acceptable level of quality." I was working at Cyberlore as a playtester when Blizzard pulled the plug on the Warcraft 2 expansion. It was baffling…

How was working on Majesty?

Re: How a Diablo expansion led to behind-the-scenes trouble

#29
post #5

It's a mystery how Blizzard then went on to release the failure Diablo 3 is.

Diablo 3 sold 3.5 million units the first day and 30 million units total as of 2015, so I'm not sure by what metric it would be considered a failure... aside from "I personally didn't like it"?

Many Diablo players have said they will never play another game in the franchise afterwards. I know about 5 people who bought it, played it for a few hours and promptly returned it for a refund. For some the laughable event of leveling up and having nothing to select or choose even if you went into the options menu and enabled the "Advanced Level Choices" option was a far cry from the enjoyment of getting your first level in D1/D2 and seeing all the choices you had.

Re: How a Diablo expansion led to behind-the-scenes trouble

#30
post #7
post #5

It's a mystery how Blizzard then went on to release the failure Diablo 3 is.

Some key people left after that project too. I’m sure some good stories will come out for that soon too.

We signed some sort of NDA which for me at this point is buried in 30 years of paperwork.
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