Diablo

diablo-vs.-darkest-dungeon:-rpg-devs-on-balancing-punishment-and-power

Diablo vs. Darkest Dungeon: RPG devs on balancing punishment and power

For Sigman and the Darkest Dungeon team, it was important to establish an overarching design philosophy that was set in place. That said, the details within that framework may change or evolve significantly during development.

“In this age of early access and easily updatable games, balance is a living thing,” Sigman said. “It’s highly iterative throughout the game’s public life. We will update balance based upon community feedback, analytics, evolving metas, and also reflections on our own design philosophies and approaches.”

In Darkest Dungeon 2, a group of adventures sits by a table, exhausted

A screen for managing inventory and more in Darkest Dungeon II. Credit: Red Hook Studios

The problem, of course, is that every change to an existing game is a double-edged sword. With each update, you risk breaking the very elements you’re trying to fix.

Speaking to that ongoing balancing act, Sigman admits, “It’s not without its challenges. We’ve found that many players eagerly await such updates, but a subset gets really angry when developers change balance elements.”

Getting one of your favorite heroes or abilities nerfed can absolutely sink a game or destroy a strategy you’ve relied on for success. The team relies on a number of strictly mathematical tools to help isolate and solve balance problems, but on some level, it’s an artistic and philosophical question.

“A good example is how to address ‘exploits’ in a game,” Sigman said. “Some games try to hurriedly stamp out all possible exploits. With a single-player game, I think you have more leeway to let some exploits stand. It’s nice to let players get away with some stuff. If you kick sand over every exploit that appears, you remove some of the fun.”

As with so many aspects of game design, perfecting the balance between adversity and empowerment comes down to a simple question.

“One amazing piece of wisdom from Sid Meier, my personal favorite designer, is to remember to ask yourself, ‘Who is having the fun here? The designer or the player?’ It should be the player,” Sigman told us.

It’s the kind of approach that players love to hear. Even if a decision is made to make a game more difficult, particularly in an existing game, it should be done to make the play experience more enjoyable. If it begins to feel like devs are making balance changes just to scale down players’ power, it can begin to feel like you’re being punished for having fun.

The fine balance between power and challenge is a hard one to strike, but what players ultimately want is to have a good time. Sometimes that means feeling like a world-destroying demigod, and sometimes it means squeaking through a bloody boss encounter with a single hit point. Most often, though, you’re looking for a happy medium: a worthy challenge overcome through power and skill.

Diablo vs. Darkest Dungeon: RPG devs on balancing punishment and power Read More »

behold,-diablo-is-fully-playable-in-your-browser

Behold, Diablo is fully playable in your browser

Stay a while and compile —

It controls and looks great, though the game was outshined by its sequels.

A browser window shows an old PC game

Enlarge / Diablo running in Firefox on macOS.

Samuel Axon

You can now play the original Diablo (and its expansion, Hellfire) in virtually any web browser on any computer with generally excellent performance and operating-as-expected controls. It’s all thanks to an open source project published on GitHub called Diabloweb that’s now being circulated by game developers on X.

In the README file in the project’s GitHub repository, the project’s developer (d07RiV) notes that it is based on DevilutionX, another open source project that did a lot of legwork to make Diablo run well on modern operating systems.

“I’ve modified the code to remove all dependencies and exposed the minimal required interface with JS, allowing the game to be compiled into WebAssembly,” writes d07RiV. “Event handling (especially in the menus) had to be modified significantly to fit the JS model.”

It’s pretty easy to set up; you just visit the website, upload a file, and get going.

You have to upload a file because the project doesn’t include the Diablo game files—you’ll have to provide those in the form of the DIABDAT.MPQ file in the Diablo install directory.

There are three above-board ways to source this MPQ file. First, you can, of course, own a physical copy of the original game. Alternatively, you can purchase the game on GOG and install it, then pull the file from the installation directory.

There’s also a shareware release of Diablo, and you can pull the SPAWN.MPQ file from that, and it works just fine. That’s not the full game, though, so that’s more for if you just want to try it.

  • This is the Diabloweb site, which offers brief instructions and prompts on how to get started.

    Samuel Axon

  • I downloaded the Diablo installer from GOG and ran it in a Windows VM on my Mac…

  • Here’s the file we’re looking for.

  • It was just a click on the website to upload that file and behold, Diablo in a browser.

    Samuel Axon

I played the game for about half an hour using the MPQ from the GOG version without any issues on Firefox on a Mac. (There’s no Mac version of the GOG installer, though, so I had to run the installer in a virtual Windows machine to get at the file.) The game is obviously primitive compared to more recent entries in the series (or even Diablo II), but it is an addictive blast to play regardless.

Behold, Diablo is fully playable in your browser Read More »

are-diablo-fans-getting-too-old-for-the-old-school-item-grind?

Are Diablo fans getting too old for the old-school item grind?

Time is money —

Devs say players no longer want the “very long chase” for rare drops.

Do you have a few hundred hours to hear the good news about our lord and savior, <em>Diablo</em>?” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/06/d4-800×450.png”></img><figcaption>
<p><a data-height=Enlarge / Do you have a few hundred hours to hear the good news about our lord and savior, Diablo?

Blizzard

Longtime fans of Diablo II are deeply familiar with the extreme timesink that is the late-game grind for the very best loot. But when the creators of Diablo IV tried to re-create that style of grinding for the latest game in the series, they found that their players’ tastes had changed quite a bit in the intervening years.

In a wide-ranging interview with Windows Central, Blizzard’s general manager of Diablo, Rod Fergusson, said that they launched Diablo IV under “the assumption that D4 was meant to be more D2-like.” That meant, in part, increasing the length of time required to discover the game’s most valuable items after post-Auction-House Diablo 3 made rare item drops much more common.

“One of the assumptions was that people were going to be okay with the long grind for the Unique or an Uber Unique in particular, because in Diablo II, it can go years,” Fergusson said. “You can go three years before you find the Uber you’re looking for… and so we were like, okay, this is what people love about the progression of D2, that idea of that very long chase.”

Once the game launched, though, Fergusson said the development team was surprised to find players complaining of how long it took to get some items—our own review expressed concern about the “‘loot treadmill’ approach to the endgame” and “loot drops [that] seem tuned a bit low for my taste.”

“We found out very quickly that if you don’t give me my Uber in my [months-long] season, then I’m upset,” Fergusson said. “And so we’re like, oh, wow, okay.”

Changing with the players

To help calm those upset players, subsequent Diablo IV updates have made it easier to earn Resplendent Sparks, which those players can use to craft high-end Uber Unique items they’ve been unable to find from random item drops. Having that option to skip the randomized item search helped satisfy the desires of modern players, Fergusson said.

“It’s just a kind of recognition of how much players have changed in 20 years,” he said. “You know… that consumptive nature of a live service and that time is money and I don’t have much time, so let’s go, right? And so that idea of like, oh, you’re going to get a unique every six months.”

Ah, the old-fashioned joy of finding an item with a wall of ability text.

Enlarge / Ah, the old-fashioned joy of finding an item with a wall of ability text.

That recognition of “how much players have changed” reflects how much the mere passage of time has changed the Diablo audience over the years. A 16-year-old who was sinking all their free time into Diablo II when it launched in 2000 is pushing 40 these days. That means the core, nostalgic audience for the series is now very likely to have a career, family, and/or other responsibilities eating into their playtime. There’s nothing like a few decades of aging to make the prospect of sinking hundreds of hours into a loot grind seem less appealing.

With Diablo III, Blizzard initially assumed that players with more money than time would simply bid up the game’s best items in the game’s real-money auction house, where players who had more time to grind would benefit from selling their rarest random finds. Instead, Blizzard soon acknowledged that the auction system “short-circuited [the] core reward loop” of the game, making it trivial to buy high-level loot that quickly made the entire late-game feel kind of irrelevant.

With Diablo IV, Blizzard seems to have struck a better balance for players who simply want a more reliable reward for any time investment they can make. With Resplendent Sparks, players willing to put in the in-game work can be confident that they’ll eventually get the top-level items they’re seeking. That consistency can be much more appealing for time-limited players than simply crossing your fingers for a low-odds virtual dice roll or opening your wallet to skip the gameplay grind process entirely.

The evolution of Diablo‘s item progression system is an important reminder of how the relative value of a player’s time can change as those players move between different stages of life. Who knows, maybe in 25 years Diablo VI will find success with ultra-rare item drops that soak up all the free time for a core audience of retirement-age players with nothing better to do than spend 500 hours grinding for a digital sword.

Are Diablo fans getting too old for the old-school item grind? Read More »

diablo-ii-streamer-finds-1-in-3-million-item-drop,-instantly-sells-it-for-laughs

Diablo II streamer finds 1-in-3-million item drop, instantly sells it for laughs

Gold digger —

Many players have never even seen a Zod rune drop over decades of play.

Mere seconds before an epic livestreamed troll moment.

Enlarge / Mere seconds before an epic livestreamed troll moment.

The Zod rune has a mythical place in Diablo II lore. The incredibly rare socketed item, which can make other in-game gear indestructible, has just a 1 in 2,987,183 chance of dropping from the game’s highest class of enemy, according to one calculation.

To this day, it’s not hard to find dedicated players admitting online that they’ve never seen a legitimate copy of the rune despite years of play (though duplicated versions made using glitches can be less rare).

So when Diablo streamer and speedrunner Kano saw a Zod rune drop during a livestreamed Diablo II: Resurrected run Wednesday (as noticed by GamesRadar), it was something of a legendary moment. And when Kano sold that rune for a relatively unimportant 35,000 in-game gold mere moments later, it was something of a legendary troll.

“Please, for the love of all that is holy…”

“Yo, that’s my highest speedrun rune—here we go,” Kano said calmly on-stream when the rune dropped, projecting a cool detachment that belied the import of the moment. “That’s the first-ever Zod I’ve found, by the way. Like, ever.”

Viewers seeing the moment live on Twitch chat were not nearly so detached. “That’s easily the rarest thing ever dropped in a speed run, lol,” Twitch user R__A__C__E stated, probably accurately. “I just opened the stream WHAT THE F hahahha” Twitch user creatingmadness added.

The chat’s mood changed mere moments later, though, when Kano left the dungeon, walked to an in-game vendor, and quickly sold the incredibly rare item. “Do not vendor that!!! Please for the love of all that is holy,” YouTube viewer Ragnar begged, to no avail. “YOU ASSHOLE,” Twitch user R__A__C__E added in all-caps outrage.

Kano just chuckled a bit to himself at the reactions he was getting from his viewers. “What, dude, it’s 35K, it’s good… it’s good money,” he deadpanned. Later in the same stream, he feigned ignorance over why the sale would even generate controversy. “Why would they be angry at me for selling a Zod, dude? It’s 35K gold. I don’t get it. What’s the problem? I think I should be more angry at people who keep a Zod rune, to be honest.”

Kano’s full stream. The Zod rune drops at around the 8: 15: 30 mark.

Elsewhere in the stream, though, Kano dropped the act and fully appreciated what had just happened. “I can’t believe it, like, that’s so sick,” he said. “Hello, it’s my first ever Zod rune, dude. Now, whenever people ask me the question ‘What’s the highest Rune you’ve ever seen in a speedrun?’ I can finally say it’s a Zod, man.”

Diablo II streamer finds 1-in-3-million item drop, instantly sells it for laughs Read More »