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

polygon.com

41–50 of 80 posts

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

#41
post #7

Earlier quoted context omitted.

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.

So you're not sure when it expires?

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

#42
post #39

Earlier quoted context omitted.

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"?

I think it's hard to find an objective measure, given that there are so many franchise fans that solid sales are basically a given - I wouldn't expect to see the consequences play out until D4. That said, the fact that they rebuilt the absolute core gameplay loop - loot collection - to incorporate a real-money auction house, and had to roll it back , speaks volumes. Business-people do not abandon a monetization strat…

The "consequences" were the sales of the $40 Reaper of Souls expansion to Diablo 3; if players were so put off by the core gameplay loop, even the removal of the RMAH wouldn't bring them back.

RoS sold pretty well. (2.7m in first week: https://web.archive.org/web/20140530093934/http://www.euroga...)

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

#43
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…

> These days everyone does agile

Is Agile common in game development?

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

#44
post #39

Earlier quoted context omitted.

I think it's hard to find an objective measure, given that there are so many franchise fans that solid sales are basically a given - I wouldn't expect to see the consequences play out until D4. That said, the fact that they rebuilt the absolute core gameplay loop - loot collection - to incorporate a real-money auction house, and had to roll it back , speaks volumes. Business-people do not abandon a monetization strat…

The "consequences" were the sales of the $40 Reaper of Souls expansion to Diablo 3; if players were so put off by the core gameplay loop, even the removal of the RMAH wouldn't bring them back. RoS sold pretty well. (2.7m in first week: https://web.archive.org/web/20140530093934/http://www.euroga... )

And D3 had 6.3m in its first week.

But since RoS is an expansion, rather than a sequel, it's fair to ask whether that's apples to oranges. I don't actually know.

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

#45
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…

> These days everyone does agile Is Agile common in game development?

Varies by studio but some do.

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

#46
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"?

Gamers don't judge a game based on its financial performance. They say "is this fun and do I want to continue playing it?"

They decided no with D3, as did I (I played D2 for probably 7 years...)

How else would you judge a piece of art besides "I personally didn't like it?"

It would be seriously lame to like a game just because it made money or some critic told you to.

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

#47
post #14
post #12

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

Masters of Doom by David Kushner (despite him being a journo) is pretty good.

Read that book some months ago, great read!

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

#48
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"?

The relevant metrics would be daily/monthly active useres (DAU/MAU) and churn rate. But Blizzard doesn't report those number's unless they're good (e.g. Hearhstone/Overwatch hitting new record MAU last year), and hasn't ever released any such numbers for Diablo 3.

This article[0] claims Blizzards overall MAU was close to flat YoY-Q4 2016-2017, knowing that Overwatch and Hearthstone are hitting records high MAU, while overall MAU is flat means that the other games (D3, SC2, HotS) are losing players.

It's a success in the way Matrix Revolutions was a success, massively profitable[1] yet a disappointment to fans (see diablo 3 fan ratings[2]).

[0] https://venturebeat.com/2018/02/08/blizzards-monthly-active-...

[1] https://www.the-numbers.com/movie/Matrix-Revolutions-The#tab...

[2] http://www.metacritic.com/game/pc/diablo-iii

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

#49
post #7

Earlier quoted context omitted.

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.

Wouldn't this be covered by the statue of limitations in your jurisdiction(s)?

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

#50

Earlier quoted context omitted.

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"?

The relevant metrics would be daily/monthly active useres (DAU/MAU) and churn rate. But Blizzard doesn't report those number's unless they're good (e.g. Hearhstone/Overwatch hitting new record MAU last year), and hasn't ever released any such numbers for Diablo 3. This article[0] claims Blizzards overall MAU was close to flat YoY-Q4 2016-2017, knowing that Overwatch and Hearthstone are hitting records high MAU, while…

Diablo 3 does not have a recurring fee so it is not relevant how many active players it has; the only relevant metric is units sold.
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