'Diablo': A Classic Game Postmortem

GDC Festival of Gaming · 1.1M views · 2016 · 1:17:43

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Why Hacker News recommends it

Frequently recommended whenever Diablo or its origins come up, for its candid account of the human side of game development.

What it is

David Brevik's GDC 2016 postmortem of Diablo covers how it went from a turn-based claymation DOS concept to a real-time action RPG, plus the story of Blizzard North and development anecdotes.

Recommended by 8 HN commenters across 7 different months, 2018 to 2023.

What Hacker News said

Strong rec AndrewOMartin · 2018-03 · on “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.

Strong rec baristavibes · 2023-07 · on “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]

Recommends doikor · 2018-02 · on “Diablo creator David Brevik is back with a new game: It Lurks Below”

Brevik was one of the founders Condor (Brevik was the president while the Schaefer brothers were vice-presidents) which later became Blizzard North when Blizzard bought them. The work on Diablo started before Blizzard bought them. He really was one of the "creators". IIRC they made the first Diablo game with a team of 15-20 people. In a team that small pretty much everyone is a "game designer" as in everyone wears many hats (especially the president of the company) If you are interested you really should check the postmortem from the GDC a few years back [this video]

Recommends Reedx · 2018-03 · on “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.

Recommends oraknabo · 2018-06 · on “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]

Recommends Reedx · 2018-06 · on “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]

Recommends wcarss · 2020-07 · on “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 se

Recommends somedude895 · 2021-02 · on “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]