When it comes to gaming series, only a select few have commanded the loyalty and gameplay hours of players the way that Diablo does. It was in the franchise’s glory days (from the release of Diablo II to the present) that they were particularly known to force players to put in a remarkable number of hours grinding for items. This arduous item grind – if one was hoping to unearth gear of mythic proportions, at least – was a significant aspect of the franchise’s reputation. But as Blizzard Entertainment set out to make Diablo IV, they learned a surprising lesson: players had changed as people, and growing up brings stark differences between nostalgia and modern life. This is a story about game mechanics, but the lessons in evolution apply to the changing contours of our lives.
Veterans of Diablo II would remember how hard it used to be to find the game’s rarest items. By the time Diablo IV came to re-create that tension, however, the player base had shifted expectations drastically. ‘When we were building Diablo IV, we were making lots of assumptions,’ Rod Fergusson, Blizzard’s Diablo GM, told me in a revealing interview. ‘One of the big assumptions we had was that player base was going to kind of reach back to the older games, and be happy to grind.’ It wasn’t.
The message was clear: for many, the fun of the chase was replaced by the frustration of waiting. With Diablo IV, Resplendent Sparks were introduced, a new innovative way to allow players to craft those rare high-end items that had previously relied too much on luck and time invested.
Diablo IV’s changes are mirroring a balancing act many of us perform every day. Resplendent Sparks are a metaphor for the modern gamer’s pursuit of efficiency and gratification within tight timeframes. In rebalancing the game’s item discovery, Blizzard has embraced the idea of time itself. By catering to those who might want to play the game’s narrative but not invest hundreds of hours into the experience like generations before them, Blizzard has kept its iconic franchise relevant for the current crowd.
The difference between Diablo II and Diablo IV is a melancholic echo, signalling that time has passed, not only in the game but in the lives of its players. Whereas those who once adventured across Sanctuary are now adult wage earners juggling family commitments and careers, the game itself has responded to what it means to try to fit someone else’s concept of fun into your own increasingly busy schedule. It suggests that the business of videogames is slowly evolving to respond to the realities of human diversity: the flashing potential of discovery must be tempered with respect for the player’s working day.
It’s fun to think about what we might learn about the future of play as we watch Diablo IV’s process of fine-tuning between efficiency and discovery, and between immediate and long-term reward. Will future games double down on efficiency? Or will there be an ultimate backlash, a gamer nostalgia for grinding? Only time will tell how the ratio of play to life balances out, but Diablo IV’s story gives us a map for how it might.
In other words, Diablo IV and its community’s saga is a story of discovery – of lore, of inventory, of adaptability, of how time and stewardship and leisure change and shift. It’s a reminder that, as our lives change, so do our habits and hobbies, and that we need to shift gears when it comes to the hobbies for which we have so much passion – that hallowed pastimes too need to bend with the world, and the world’s evolving needs. In adapting in Diablo IV, Blizzard is reflecting a wider shift in games that is embracing the players and their lives, and making discovering joyful parts of those games accessible to all, whether you can spend 15 minutes or 30 hours in Sanctuary.
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