Initially conceived as a drastically different game, Diablo 4’s early development saw a bold vision: a more action-oriented, roguelite experience. This revelation comes from Diablo 3 director Josh Mosqueira.
Diablo 4's Unexpected Origins: A Roguelike Action-Adventure
According to Josh Mosqueira, Diablo 4's path diverged significantly from the established action-RPG formula. The initial concept, codenamed "Hades," envisioned a game closer to the Batman: Arkham series, incorporating roguelike elements and a significant shift in perspective.
This insight, drawn from Jason Schreier's book "Play Nice: The Rise and Fall of Blizzard Entertainment," details the Diablo team's post-Diablo 3 reflections. With Diablo 3 considered a misstep, Mosqueira sought a radical departure.
Hades featured a third-person over-the-shoulder camera, replacing the series' traditional isometric view. Combat was designed to be faster, more impactful, and reminiscent of the Arkham games' fluid fighting style. A key element was permadeath – a single death meant the end of that character's journey.
While Mosqueira had support for this experimental approach, challenges emerged that ultimately derailed the "Hades" vision. The ambitious co-op multiplayer aspects, inspired by the Arkham games, proved particularly problematic. Internal debates arose, questioning the game's core identity: was it still a Diablo game? Designer Julian Love aptly summarized the internal conflict: different controls, rewards, monsters, and heroes, yet the dark tone remained. Ultimately, the team concluded that the roguelike direction would create a new IP rather than a Diablo game.
Diablo 4 recently launched its first significant expansion, "Vessel of Hatred." This DLC takes players to the ominous realm of Nahantu in 1336, unveiling Mephisto's sinister machinations.