'Diablo': A Classic Game Postmortem
GDC Festival of Gaming8 HN recommenders · recommended in 7 months, 2018-2023
1.1M views · 10 years ago · talk · evergreen
David Brevik's GDC 2016 postmortem of Diablo covers how it went from a turn-based claymation DOS concept to a real-time action RPG, plus the story of Blizzard North and development anecdotes.
Frequently recommended whenever Diablo or its origins come up, for its candid account of the human side of game development.
1:17:43Diablo: Original Game Development
jon d
12K views • 9 years ago
59:03Classic Game Postmortem: Fallout
GDC Festival of Gaming
301K views • 9 years ago
59:47Classic Game Postmortem: Ultima Online
GDC Festival of Gaming
184K views • 8 years ago
1:00:34Pitfall: A Classic Game Postmortem
GDC Festival of Gaming
63K views • 10 years ago
1:02:15Classic Game Postmortem: Sid Meier's Civilization
GDC Festival of Gaming
225K views • 9 years ago
1:05:45Classic Game Postmortem - Another World
GDC Festival of Gaming
25K views • 7 years ago
57:43Classic Game Postmortem: Alone in the Dark
GDC Festival of Gaming
27K views • 8 years ago
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
GameSpot
76K views • 15 years ago
31:07Crafting A Tiny Open World: A Short Hike Postmortem
GDC Festival of Gaming
521K views • 6 years ago
56:03The Early Days of id Software
GDC Festival of Gaming
165K views • 10 years ago
49:56The Story of Super Mario Bros. 3
Gaming Historian
8.9M views • 6 years ago
1:30:33We Play Doom With John Romero
IGN
854K views • 12 years ago
44:23The Immoral Design of Diablo Immortal
Josh Strife Hayes
4.4M views • 4 years ago
42:47GOG: Preserving Gaming's Past & Future
/noclip
459K views • 8 years ago
52:12How to Survive in Gamedev for Eleven Years Without a Hit
GDC Festival of Gaming
1.2M views • 9 years ago
59:47Failing to Fail: The Spiderweb Software Way
GDC Festival of Gaming
570K views • 8 years ago
52:54Antichamber: An Overnight Success, Seven Years In The Making
GDC Festival of Gaming
129K views • 11 years ago
46:24Chris Crawford Dragon Speech "I Had a Dream"
Chris Crawford
16K views • 9 years ago
14:05TUN: Un-Ruining the MMO
MrBtongue
291K views • 13 years ago
5:38:11The Secrets of Monkey Island - An Evening With Ron Gilbert
The Video Game History Foundation
71K views • 5 years ago
14 comments from Hacker News
This story and many others are captured really well in the Game Developer Conference (GDC) post-mortem talks, heartily recommended if you want to know about the human aspect behind game dev!! ▶ this video
To find out what happened next, check out Diablo developer David Brevik’s postmortem presentation at GDC 2016: ▶ this video
My favourite story of Diablo's development (as relayed by David Brevik in the Diablo Postmortem - see below) is the part where Diablo was made real-time. He passionately championed that it should be more like Rogue or Moria purely turn-based and permadeath. That was until he implemented real-time movement in an afternoon and attacked a skeleton. This was a directive from Blizzard, and it effectively created the ARPG genre. ▶ this video and for those adverse to Google: link
That's an interesting thought, but I'd assume 20 year old 3D models wouldn't be much use today, would they? I know they were thinking about making D2 a 3D game at first, like Runescape, but then went with 2D, because 3D technology wasn't at a point that allowed them to carry over the gritty and dark theme they wanted for Diablo. And then went on to make D3 look as cartoony as it does... They used photos of clay figurines for Diablo 1, would be fun if they remade that with 3D scanning techniques. Do check out David Brevik's post mortem on D1 from GDC by the way, it's fantastic: ▶ this video
Diablo was far from the first ARPG, but given how influential it has been for the genre, I was floored to learn that it was actually designed and implemented as a turn-based game, and only turned into an Action RPG by request of folks at the main Blizzard office. The founder of Blizzard North (David Brevik) thought it was a dumb idea, and only agreed to do it because it seemed like a large enough work item to justify requesting an additional budget milestone from Blizzard, which his office was hurting for sorely. Brevik then got it working over the course of roughly an afternoon, by just running the turn system automatically and responding to clicks a little differently. It was only after seeing the action-oriented click-walk-attack-click flow actually work for the first time that he realized: they'd struck gold. He told this story (and lots of others!) in a pretty excellent post mortem at GDC[1] a few years ago. 1 - ▶ this video
You picked the wrong time to use that example, considering that Nintendo will soon release Super Mario Maker 2, a new game which includes a mode with virtually unchanged mechanics from Super Mario Bros 3. link Regarding Roguelikes, the biggest change was Diablo in 1996. Diablo was arguably a Roguelike with fancy graphics and a real-time mode hacked onto a turn-based core. ▶ this video
there's a bit of discussion about isometric tile rendering nonsense, although not specific to vsync, in David Brevik's diablo postmortem ▶ this video along with a whole lot of other fascinating stuff
For anyone interested in the history of Diablo, the GDC post mortem is well worth a watch: ▶ this video Quite a bit of detail regarding the origin of the game, going turn-based to real-time, the studio becoming Blizzard North, etc. Also here's the original design doc: link
I was never a huge Diablo fan, but I could always appreciate the things people liked about it. I gained new respect for it from watching Brevik's GDC postmortem [0] from a couple of years ago. I love the idea that it was originally a dungeon crawl inspired by X-COM and would love to play one of the early builds before they changed to real-time combat. [0]: ▶ this video
Allow me to quote Diablo developer David Brevik describing when he finally yielded to demands and hacked together a "real time" version of his turn-based Diablo, by making turns elapse the rate of 20 turns a second. 'I remember taking the mouse, and I clicked on the mouse, and the warrior walked over and and smacked the skeleton down, and I was like "Oh my god! That was awesome!".' 'And the sun shone through the window, and God passed by, and the angels sung, and sure enough that was when the ARPG was kind of born at that moment, and I was lucky enough to be there.' ▶ this video If you're in this part of this comment thread, you'll probably enjoy the whole video.
David Brevik released that just after the Diablo postmortem from GDC a couple years ago: ▶ this video Worth watching for any fans of the original and if you want more context around that pitch. Lots of interesting tidbits about the origins of Diablo and Blizzard North. And an amusing moment during the Q&A: Someone in the audience went up and gave David some money to make up for pirating the game when he was a kid.
Brevik was one of the founders Condor (Brevik was the president while the Schaefer brothers were vice-presidents) which later became Blizzard North when Blizzard bought them. The work on Diablo started before Blizzard bought them. He really was one of the "creators". IIRC they made the first Diablo game with a team of 15-20 people. In a team that small pretty much everyone is a "game designer" as in everyone wears many hats (especially the president of the company) If you are interested you really should check the postmortem from the GDC a few years back ▶ this video
In this case he really did invent the "Realtime-RPG" that made Diablo what it is. In his own words: ▶ this video
* To Serve The People: Public Interest Technologists. Matt Mitchell is a hacker, security researcher, operational security trainer, and data journalist who founded & leads CryptoHarlem, impromptu workshops teaching basic cryptography tools to the predominately African American community in upper Manhattan. link * Stop Rate Limiting! Capacity Management Done Right. Jon Moore is the Chief Software Architect at Comcast Cable, where he focuses on delivering a core set of scalable, performant, robust software components for the company's varied software product development groups. link * Keeping Time in Real Systems. This talk will tour the fascinating timekeeping mechanisms used in real systems. We will explore atomic clocks, NTP and GPS through systems that use them, and logical clocks in the context of systems built on logical time. link * Level Up Your Concurrency Skills With Rust. This talk will show you how Rust will catch many concurrency errors at compile time. link * Diablo: A Classic Game Postmortem. Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. ▶ this video * The Flash Games Postmortem . In this 2017 GDC talk, Kongregate's John Cooney attempts to encapsulate the immense history of Flash games and how it has shaped the current game industry by giving game developers their first chance to build and publish their games quickly to the web. link * Siege Battle AI in Total War: