'Diablo': A Classic Game Postmortem

1.1M views · 10 years ago · talk · intermediate · historical

David Brevik, who led the original Diablo, gives a GDC 2016 postmortem on how the game was made. He tells how it started as a turn-based dungeon crawl inspired by X-COM, how the switch to real-time combat changed everything, and how the small team became Blizzard North.

HN calls it a fantastic piece of game development history and the best source for how the action RPG came about.

“Do check out David Brevik's post mortem on D1 from GDC by the way, it's fantastic”

21 comments from Hacker News

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@baristavibes2023 · in “Diablo”
This story and many others are captured really well in the Game Developer Conference (GDC) post-mortem talks, heartily recommended if you want to know about the human aspect behind game dev!! ▶ this video
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@cpeterso2023 · in “Diablo Pitch Document (1994) [pdf]”
To find out what happened next, check out Diablo developer David Brevik’s postmortem presentation at GDC 2016: ▶ this video
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@somedude8952021 · in “Diablo II: Resurrected”
That's an interesting thought, but I'd assume 20 year old 3D models wouldn't be much use today, would they? I know they were thinking about making D2 a 3D game at first, like Runescape, but then went with 2D, because 3D technology wasn't at a point that allowed them to carry over the gritty and dark theme they wanted for Diablo. And then went on to make D3 look as cartoony as it does... They used photos of clay figurines for Diablo 1, would be fun if they remade that with 3D scanning techniques. Do check out David Brevik's post mortem on D1 from GDC by the way, it's fantastic: ▶ this video
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@wcarss2020 · in “The Secret Origin of the Action RPG”
Diablo was far from the first ARPG, but given how influential it has been for the genre, I was floored to learn that it was actually designed and implemented as a turn-based game, and only turned into an Action RPG by request of folks at the main Blizzard office. The founder of Blizzard North (David Brevik) thought it was a dumb idea, and only agreed to do it because it seemed like a large enough work item to justify requesting an additional budget milestone from Blizzard, which his office was hurting for sorely. Brevik then got it working over the course of roughly an afternoon, by just running the turn system automatically and responding to clicks a little differently. It was only after seeing the action-oriented click-walk-attack-click flow actually work for the first time that he realized: they'd struck gold. He told this story (and lots of others!) in a pretty excellent post mortem at GDC[1] a few years ago. 1 - ▶ this video
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@nixass2020 · in “Diablo: A Classic Game Postmortem”
Submitted the video to Hacker News.
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@tosh2019 · in “Diablo: A Classic Game Postmortem (GDC, 2016)”
Submitted the video to Hacker News.
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@shoo2018 · in “Game Programming Patterns: Double Buffer (2014)”
there's a bit of discussion about isometric tile rendering nonsense, although not specific to vsync, in David Brevik's diablo postmortem ▶ this video along with a whole lot of other fascinating stuff
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R
@Reedx2018 · in “Diablo devolved – magic behind the 1996 computer game”
For anyone interested in the history of Diablo, the GDC post mortem is well worth a watch: ▶ this video Quite a bit of detail regarding the origin of the game, going turn-based to real-time, the studio becoming Blizzard North, etc. Also here's the original design doc: link
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@oraknabo2018 · in “Diablo devolved – magic behind the 1996 computer game”
I was never a huge Diablo fan, but I could always appreciate the things people liked about it. I gained new respect for it from watching Brevik's GDC postmortem [0] from a couple of years ago. I love the idea that it was originally a dungeon crawl inspired by X-COM and would love to play one of the early builds before they changed to real-time combat. [0]: ▶ this video
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@reimertz2018 · in “Diablo: A Classic Game Postmortem [video]”
Submitted the video to Hacker News.
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@AndrewOMartin2018 · in “The original pitch for Diablo (1994) [pdf]”
Allow me to quote Diablo developer David Brevik describing when he finally yielded to demands and hacked together a "real time" version of his turn-based Diablo, by making turns elapse the rate of 20 turns a second. 'I remember taking the mouse, and I clicked on the mouse, and the warrior walked over and and smacked the skeleton down, and I was like "Oh my god! That was awesome!".' 'And the sun shone through the window, and God passed by, and the angels sung, and sure enough that was when the ARPG was kind of born at that moment, and I was lucky enough to be there.' ▶ this video If you're in this part of this comment thread, you'll probably enjoy the whole video.
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@Reedx2018 · in “The original pitch for Diablo (1994) [pdf]”
David Brevik released that just after the Diablo postmortem from GDC a couple years ago: ▶ this video Worth watching for any fans of the original and if you want more context around that pitch. Lots of interesting tidbits about the origins of Diablo and Blizzard North. And an amusing moment during the Q&A: Someone in the audience went up and gave David some money to make up for pirating the game when he was a kid.
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