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Aug 3 2020 09:22pm
To the D2Jsp/Diablo Community,

Hello, and welcome to the latest Diablo IV quarterly update! We are excited to share some of the progress we’ve made on the game today.

As is the case with many other game and technology companies at the time of writing this, the Diablo IV team has fully transitioned to working from home. While the transition has introduced challenges, we feel very fortunate to be able to keep momentum going strong on the development of Diablo IV.

TEAM PLAYTEST
As with many other games, we organize the development of Diablo IV around team milestones. Often, these culminate with a build which we play together and talk about as a team. For example, the milestones leading up to BlizzCon 2019 culminated in a team playtest of the demo that helped us unveil the game during the show. Besides getting an early look at what other team members had accomplished, this also allowed us to stress test the demo, catch additional bugs, and make improvements before the show.

For our most recent milestone, we focused on blocking in all the elements in a region known as the Dry Steppes, complete with campaign content, open world elements, itemization, a PvP subzone, dungeons, and a cinematic to cap the completion of the region’s narrative. Our goal was to then have the team play the game from home over the course of two full days, and then spend some time analyzing data and discussing our reactions.

Of course, we play the game all the time, but we’re often examining individual features or areas. Taking the time to play the same build together as a team over multiple days gives us a different perspective. It lets us see how all the current features harmonize over a longer playtime. We had this as a goal before we knew we were going to move to a work from home environment, but as it turned out, it ended up being a really good way to reconnect as a team. Similarly, we hope that chatting about this playtest and sharing some screenshots with you will provide context for future blog updates (or pique your curiosity about future topics).

It’s worth noting that the playtest also didn’t represent the entirety of our progress. Other regions of the game are underway. The Dry Steppes is just the region where we made a concerted push to create a complete and cohesive experience that we could draw observations from. Let us know if you liked this approach to the blog (or if you didn’t) and we can adjust future updates accordingly. As always, your feedback is highly appreciated.


As part of development, visuals are often kept in rough form so the game team can cheaply test ideas and iterate on them. If something isn’t fun, it’s much cheaper to change or discard a “blockout” asset than a final one.

When we share models or screenshots with you, they are often quite far along to adequately convey our vision for the game. We don’t typically show blockout assets as they don’t really do justice to the engine or the artistry of the folks on the team, but as part of showing the “behind the scenes” of how we make the game, we thought you’d appreciate seeing the transition of blockout assets into more polished ones.


STORYTELLING
A couple of things have evolved with how we deliver story in Diablo IV. First, we have conversations. In D3 we relied on UI panes with a character’s name and portrait. We’re experimenting with a mix of tool-generated and manually choreographed cameras to tackle conversations. For simple interactions with NPCs we bring the camera in closer to the characters (while still maintaining an overall isometric feel) and use a library of animations to deliver the general gist of the conversations. For more complex conversations, we take a similar camera approach but here the character’s movements and animations are more deliberately hand-crafted. This lets us deliver story moments that are complex while keeping you in the world as much as possible.

The second storytelling method we are developing is real-time cutscenes (or RTCs). Here we grab your camera and treat the storytelling more like a movie, so we’re reserving this technique for the most important story moments. Having these be real-time has great advantages—we can show your character with their currently equipped armor as part of the scene, for example. But we can also display them at your current resolution and with your currently enabled graphics settings, so they end up feeling more seamless and like a part of the game.

We showed you some early work on real time in-game cinematics during the BlizzCon demo. Our cinematics and engine teams have made a lot of improvements since then, so we were excited to see a fully produced cinematic serve as the climax to the Dry Steppes experience, and the team was not disappointed. Here’s a couple screengrabs that the story and cinematics folks have given us the go ahead to share with you as it shouldn’t spoil the details of what’s to come.

OPEN WORLD
One of the main new features we are bringing to the Diablo series is the open world of Sanctuary. So, while you can concentrate on the story campaign and work through that, we have a variety of open world systems and pieces of content that you are also discovering along the way. If you want to take a break from the main campaign and go exploring, crafting, or PvPing, you are free to do so.

During the playtest, we saw this variability in action quite a bit. On an average playthrough, team members took several hours to complete the campaign content for the region, but those who focused only on the story finished the arc in less than half the average time (and were, of course, able to do side content after that). We think the ability to approach the game with a different mix of story and side content tailored to your own appetite will make playing (and re-playing) the campaign more enjoyable than it has been in previous ARGs.


While we have many open world activities, such as crafting, events, world PvP, and side quests, perhaps the most popular open world feature was Camps. These are locations of importance that have been overrun by enemies, which once cleansed turn into friendly outposts with NPCs and a waypoint location. While there is a backstory to each camp, most of the storytelling is visual and quests don’t directly send you to them. For example, one of the camps in the zone was a town afflicted by a curse that turned villagers into piles of salt. Another was a crypt, haunted by a spirit that possesses the bodies of various undead—jumping from skeleton to skeleton until you defeat him.

We really dug the impact of seeing the world change as you reclaim a small piece of Sanctuary and bring hope back to its common folk. We look forward to the Open World designers showing you more about this feature in the future!

This post was edited by ppa_badboy on Aug 3 2020 09:23pm
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