What was it like developing Diablo III? What’re the stories of the team behind it?
While it’s easy to criticize games like Diablo III because of decisions the team made, that doesn’t mean that there wasn’t a lot of hard work put into it. Take, for example, Leonard Boyarsky, a man who wasn’t even trying to get into Blizzard per se, or Diablo, but, early in its development, Blizzard didn’t like what they were seeing. Boyarsky came in and offered some suggestions on the spot, and they liked it, then hired him. In an interview with PCGamesN, he talked a bit about what it was like during the interview:
“So I started on Diablo 3 a month into its development.
I pitched the game director and Chris Metzen on the idea of adding corruption into it, about having multiple paths, having the game react to you with more of a story, a deeper story, more of an RPG-type story with that kind of depth. They really liked that direction, they thought it was a great idea. So they hired me, they actually created a position for me called world designer, which was not a position that existed at the time. It was kind of a cross between someone who did lore and design and some of the story stuff, and I was also involved in some of the art early on.
So that was what I was hired to do. We spent obviously way too long making that game, it was six years from beginning to end.