Initially conceived as a drastically different experience, Diablo 4's early development envisioned a departure from the series' established formula. According to Diablo 3 director Josh Mosqueira, the game was initially designed as a more action-oriented, "punchier" title incorporating permadeath mechanics, akin to a roguelite.
Diablo 4's Unconventional Beginnings: A Roguelite Vision
A Bloomberg report, drawing from Jason Schreier's book Play Nice, reveals that Mosqueira, aiming to overcome the perceived shortcomings of Diablo 3, sought to reinvent the franchise. Under the codename "Hades," early concepts explored a third-person perspective (à la Batman: Arkham), faster-paced combat, and the challenging inclusion of permadeath.
This ambitious vision, however, encountered significant hurdles. The complexities of implementing ambitious co-op multiplayer features within this new framework proved problematic. As designer Julian Love noted, the fundamental shift in gameplay mechanics raised questions about the game's core identity: "The controls are different, the rewards are different, the monsters are different, the heroes are different. But it’s dark, so it’s the same." Ultimately, the team concluded that this roguelite approach would effectively create a new IP rather than a Diablo game.
While Mosqueira initially had executive support for this radical departure, the numerous challenges led to a shift back towards a more traditional Diablo experience.
Diablo 4's recent major expansion, Vessel of Hatred, offers a glimpse into the game's current form, transporting players to the ominous realm of Nahantu in 1336. This DLC delves into the machinations of Mephisto, one of the Prime Evils, and his sinister plots for Sanctuary.