This is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
|Session Name:||Shout at the Devil: The Making of Diablo III|
|Company Name(s):||Blizzard Entertainment, Inc|
|Track / Format:||Design|
|Overview:||When building any game, but especially when it's a sequel to the beloved Diablo series, it's critical that you have a series of core design goals, or pillars, that you can use as a guide to making decisions and defining what you want the final vision of the game to accomplish. In this postmortem, we'll explore the pillars that guided Diablo III's development and how well we felt we accomplished each of them. We'll focus specifically on the ones we feel we struggled with and the game design lessons we learned during those struggles. Examples of specific challenges of living up to these values will be provided, prioritizing them against one another, and evaluating how well they were accomplished after Diablo III was released.|