now offers the first part of an interview they conducted with
Jay Wilson as a postmortem of Diablo III
. Wilson was game director from the
game's inception, and he discusses some of the highlights and lowlights of his
experience with the action/RPG sequel. Interestingly, he says the auction house
that had to be removed from the game like a malignant growth was not actually
the lowlight of his experience:
Lowlights: I’m going to avoid the typical
stuff. Everyone reading this hopefully knows that things like
Error 37 and
the Auction House sucked,
and were unfortunate issues, but honestly those things were transitory compared
to the longer term stresses.
Running a project for seven, nearly eight years, is grueling. There is a lot of
time for self-doubt. Imposter syndrome was huge. From the day I started until
the day I left I kept waiting for security to show up, tell me there had been a
mistake, and escort me out.
As the Game Director you’re also the guy who has to say no…all the time…to
everyone. Everyone has ideas, and lots of them are great, but not all are
possible or compatible with the game being made. As a result you’re constantly
crapping on people’s ideas, which doesn’t feel great, and feeds right back into
the self-doubt stuff.
The truth was, though, if I quit then Diablo 3 might not have happened, and I
couldn’t live with that, so I never doubted that I should continue.