game director Josh Mosqueira spoke at GDC, offering a bit of a
postmortem on the launch of Blizzard's action/RPG sequel.
Here's a video
recaps the talk. While the drastic changes the game has
undergone over time shows how many problems it had from the start, it's interesting
to see the company's take on things, as the realization that things were
broken dawned on them about as soon as the game officially launched. Here's a
The servers wasn’t the only issue with Diablo III at launch. Diablo III was
abrupt and merciless in its difficulty, and it was causing players to adopt some
very strange, and un-fun behaviours. “The game was so hard,” said Josh, “that
instead of being these epic heroes, fighting against the forces of darkness, you
were a Barbarian smashing pots. That’s right - the best heroes in Sanctuary were
farming terra-cotta, because it was more efficient and less difficult than
And when the game actually did give you loot, the chance at finding something
worthwhile was miniscule. “When [you] were getting loot, getting bags full of
yellows and legendaries, you would know as you clicked on every single one, that
you weren’t going to get an upgrade.
“A true story: on my live character - my awesome Barbarian - it took me 104
hours before I found my first legendary. And do you know what it was? A quiver.
Something was wrong there, and I remember that moment - what happened?”