How One Gameplay Decision Changed Diablo Forever | War Stories | Ars Technica

1.1M views · 6 years ago · documentary · historical

An Ars Technica War Stories episode on the making of the first Diablo, built around the gameplay decision that changed it. It tells how the game moved from a turn-based design to real-time combat.

HN people share it as a behind-the-scenes account of a single design call that reshaped a classic game, including the show-of-hands vote to go real-time.

“According to the lead programmer the change was decided by a show of hands”

4 comments from Hacker News

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@834572021 · in “How One Gameplay Decision Changed Diablo Forever”
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@tosh2020 · in “Diablo (Ars Technica War Stories)”
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@doppp2020 · in “How One Gameplay Decision Changed Diablo Forever | Ars Technica | War Stories”
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@karolkozub2020 · in “Diablo (Pitch from 1994) (2016) [pdf]”
> The entire game operates on a turn-based system Diablo was initially meant to be turn-based and was only later changed to real-time. According to the lead programmer the change was decided by a show of hands [0]. [0] ▶ this video