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** The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process. And despite Barriga's RoleEndingMisdemeanor, the design pillar he established is still kept intact by his successor Joe Shely.

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** The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process. And despite Despite Barriga's RoleEndingMisdemeanor, the design pillar he established is still kept intact by his successor Joe Shely.
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** The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process. And despite Barriga's RoleEndingMisdemeanor, the intention to return ''Diablo'' to its darker roots is still kept intact by Joe Shely.

to:

** The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process. And despite Barriga's RoleEndingMisdemeanor, the intention to return ''Diablo'' to its darker roots design pillar he established is still kept intact by his successor Joe Shely.
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** The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process.

to:

** The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process. And despite Barriga's RoleEndingMisdemeanor, the intention to return ''Diablo'' to its darker roots is still kept intact by Joe Shely.

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* AuthorsSavingThrow: The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process.

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* AuthorsSavingThrow: AuthorsSavingThrow:
**
The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process.process.
** [[https://www.polygon.com/23311420/diablo-4-microtransactions-monetization-season-pass-cosmetics Blizzard made it very clear during development]] that while ''Diablo IV'' would feature {{microtransactions}}, it would ''not'' be featuring any way to [[BribingYourWayToVictory buy power or gameplay advantages]], and that all purchasable content would be strictly cosmetic in nature, no doubt made in response to the widespread criticisms against ''Diablo Immortal'' for its intense pay-to-win mechanics.
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** The UsefulNotes/COVID19Pandemic also resulted in production delays. In some ways, this was actually treated as a blessing in disguise due to it pushing Blizzard to testing on consoles much earlier and for much longer than anticipated (it had always been their plan to develop for both PC and consoles, but the extra time to focus on the latter presented more opportunities to develop the game for older platforms in order to reach as many players as possible).

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** The UsefulNotes/COVID19Pandemic also resulted in production delays. In some ways, this was actually treated as a blessing in disguise due to it pushing Blizzard to testing test the game on consoles much earlier and for much longer than anticipated (it had always been their plan to develop for both PC and consoles, but the extra time to focus on the latter presented more opportunities to develop the game for focus on older platforms in order to reach as many players as possible).
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** The UsefulNote/COVID19Pandemic also resulted in production delays. In some ways, this was actually treated as a blessing in disguise due to it pushing Blizzard to testing on consoles much earlier and for much longer than anticipated (it had always been their plan to develop for both PC and consoles, but the extra time to focus on the latter presented more opportunities to develop the game for older platforms in order to reach as many players as possible).

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** The UsefulNote/COVID19Pandemic UsefulNotes/COVID19Pandemic also resulted in production delays. In some ways, this was actually treated as a blessing in disguise due to it pushing Blizzard to testing on consoles much earlier and for much longer than anticipated (it had always been their plan to develop for both PC and consoles, but the extra time to focus on the latter presented more opportunities to develop the game for older platforms in order to reach as many players as possible).

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* TroubledProduction: [[https://www.washingtonpost.com/video-games/2022/12/08/diablo-iv-release-date-crunch/ According to several employees]], the game experienced many internal delays that were attributed to the lack of direction by director Luis Barriga and lead designer Jesse [=McCree=], who were both micromanaging yet noncommittal, constantly suggesting and throwing around ideas before throwing them out, burning out much confidence among developers. When they were fired and replaced with new management, several of the ideas they suggested had been reverted.
* WhatCouldHaveBeen: Around 2019, the game's story experienced an extensive revision by Sebastian Stępień -- brought in the same year as creative director, having previously worked on ''Franchise/TheWitcher'' games and ''VideoGame/Cyberpunk2077'' -- who across the span of several months added in [[RapeAsDrama repeated mentions of the rape of a love interest]], referring to the female character as "the raped woman" as her primary description. This was widely criticized by the rest of the development team who felt that rape had no place in ''Diablo'' (they wanted to make the game "dark and gritty", [[GratuitousRape not tone-deaf]]), and after much protest, the infamous "rape script" was reverted and the character written out.

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* TroubledProduction: TroubledProduction:
**
[[https://www.washingtonpost.com/video-games/2022/12/08/diablo-iv-release-date-crunch/ According to several employees]], the game experienced many internal delays that were attributed to the lack of direction by director Luis Barriga and lead designer Jesse [=McCree=], who were both micromanaging yet noncommittal, constantly suggesting and throwing around ideas before throwing them out, burning out much confidence among developers. When they were fired and replaced with new management, several of the ideas they suggested had been reverted.
** The UsefulNote/COVID19Pandemic also resulted in production delays. In some ways, this was actually treated as a blessing in disguise due to it pushing Blizzard to testing on consoles much earlier and for much longer than anticipated (it had always been their plan to develop for both PC and consoles, but the extra time to focus on the latter presented more opportunities to develop the game for older platforms in order to reach as many players as possible).
* WhatCouldHaveBeen: WhatCouldHaveBeen:
**
Around 2019, the game's story experienced an extensive revision by Sebastian Stępień -- brought in the same year as creative director, having previously worked on ''Franchise/TheWitcher'' games and ''VideoGame/Cyberpunk2077'' -- who across the span of several months added in [[RapeAsDrama repeated mentions of the rape of a love interest]], referring to the female character as "the raped woman" as her primary description. This was widely criticized by the rest of the development team who felt that rape had no place in ''Diablo'' (they wanted to make the game "dark and gritty", [[GratuitousRape not tone-deaf]]), and after much protest, protest mixed with general outcry about the representation of women in the game, the infamous "rape script" was reverted and the character written out.out.
** [[https://www.ign.com/videos/what-open-world-means-for-diablo-iv Monsters originally appeared in denser numbers across the open world]], but were scaled down over time as it made it difficult to traverse while mounted.
** Among the early ideas that Barriga and [=McCree=] tossed out during development was a battle royale game mode, but it was quickly discarded.
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* AuthorsSavingThrow: The development team took to heart the criticisms that ''VideoGame/DiabloIII'' was too [[LighterAndSofter light and soft]] compared to its predecessors, with one of the earliest design pillars established by project head Luis Barriga being "embrace the darkness", getting rid of anything that was considered cartoony in ''Diablo III'' in the process.

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* RoleEndingMisdemeanor: In 2021, director/project head Luis Barriga and lead game designer Jesse [=McCree=] ([[{{Tuckerization}} no]], [[VideoGame/{{Overwatch}} not him]]), were fired in light of the lawsuit against Creator/BlizzardActivision, where they were implicated in being involved with systemic sexual harassment throughout the company, with Barriga's position being taken over by Joe Shely.

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* RoleEndingMisdemeanor: In 2021, director/project head Luis Barriga and lead game designer Jesse [=McCree=] ([[{{Tuckerization}} no]], [[VideoGame/{{Overwatch}} not him]]), were fired in light of the lawsuit against Creator/BlizzardActivision, Creator/ActivisionBlizzard, where they were implicated in being involved with systemic sexual harassment throughout the company, with Barriga's position being taken over by Joe Shely.


Added DiffLines:

* WhatCouldHaveBeen: Around 2019, the game's story experienced an extensive revision by Sebastian Stępień -- brought in the same year as creative director, having previously worked on ''Franchise/TheWitcher'' games and ''VideoGame/Cyberpunk2077'' -- who across the span of several months added in [[RapeAsDrama repeated mentions of the rape of a love interest]], referring to the female character as "the raped woman" as her primary description. This was widely criticized by the rest of the development team who felt that rape had no place in ''Diablo'' (they wanted to make the game "dark and gritty", [[GratuitousRape not tone-deaf]]), and after much protest, the infamous "rape script" was reverted and the character written out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RoleEndingMisdemeanor: In 2021, director/project head Luis Barriga and lead game designer Jesse [=McCree=] ([[{{Tuckerization}} no]], [[VideoGame/{{Overwatch}} not him]]), were fired in light of the lawsuit against Creator/BlizzardActivision, where they were implicated in being involved with systemic sexual harassment throughout the company, with Barriga's position being taken over by Joe Shely.
* TroubledProduction: [[https://www.washingtonpost.com/video-games/2022/12/08/diablo-iv-release-date-crunch/ According to several employees]], the game experienced many internal delays that were attributed to the lack of direction by director Luis Barriga and lead designer Jesse [=McCree=], who were both micromanaging yet noncommittal, constantly suggesting and throwing around ideas before throwing them out, burning out much confidence among developers. When they were fired and replaced with new management, several of the ideas they suggested had been reverted.
* WorkingTitle: The game originally kicked off production in 2016 as ''Project Fenris''.
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