﻿WEBVTT

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[eerie music]

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<v Deckard>Hello, my friend. Stay a while and listen.</v>

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<v ->I never really envisioned that Deckard Cain</v>

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would become as popular as he became.

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I mean, he was always a really big father figure

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or whatever for your character,

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and so I wanted him to be your guide and your mentor,

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giving you help along the way.

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<v Deckard>If you come across challenges</v>

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and questions to which you seek knowledge, seek me out,

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and I will tell you what I can.

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<v ->My name is David Brevik, lead programmer on "Diablo",</v>

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and this is how a show of hands turned "Diablo"

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from a turn-based game into real-time.

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[dramatic music]

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<v Deckard>I feel I have come to know this hero.</v>

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<v ->I got into video games at a very early age.</v>

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My dad brought home an Apple II Plus in, maybe, 1979.

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Started learning to program at that time,

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before that we had had the original Pong machine

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and the Atari 2600, but program really became a passion

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once the Apple II came around and I learned how to program,

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taught myself to program, on the Apple II Plus.

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That was kind of the start of my career,

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and it was a passion that never really left me.

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I wanted to do nothing but make video games my entire life,

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ever since I sat down and started programming.

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So work began on "Diablo" probably in earnest in late 1993.

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We created a company and my friends and I,

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who I'd met at a previous company,

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we started pitching "Diablo" to a bunch of different places.

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The game was always titled "Diablo."

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The name "Diablo" comes from a mountain

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here in the San Francisco Bay Area

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that I lived at the base of that mountain,

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[chuckles] called Mount Diablo.

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I didn't speak any Spanish,

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so once I found out what the name meant for the mountain,

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then I said, "Yeah, that's gonna make

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"a great video game name someday."

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So we pitched it as "Diablo" and the name never really left.

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Blizzard first became involved

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when we got together for a trade show.

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It was Consumer Electronics Show

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and we were showing off "Justice League Task Force."

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We were doing the Sega Genesis version,

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and then another development company

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was working on the Super Nintendo version.

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We didn't realize that there was

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a Super Nintendo version of it,

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and they didn't realize that there was

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a Genesis version of it.

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So we didn't share any kind of design or anything like that,

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or any kind of assets or whatever.

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But strangely the games were very similar.

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They looked like they could have been developed in tandem.

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And so the two companies instantly kind of merged

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over our design sensibilities and our graphic style

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and everything like that.

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They changed their name from Silicon &amp; Synapse

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to Blizzard Entertainment.

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They said, "Okay, well, we're working on this title.

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"Come take a look."

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And I went to their little meeting room that they had rented

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and they showed off "Warcraft."

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<v ->[Video Game Character] Work completed.</v>

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<v ->And they said, "Yeah, we're also looking for other titles.</v>

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"We're looking to work with people

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"that we think are good developers."

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And I said, "Well, we've got a great game idea,

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"but nobody wants to, you know, do this.

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"So are you guys interested?"

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And they said, "Well, after we finish 'Warcraft I'

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"we'll come out and you can pitch us."

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And they then agreed to do "Diablo."

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[dramatic music]

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So at the time, PC RPGs in general

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were kind of in a very strange state.

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Sales had really declined on any kind of RPG at the time.

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And even though that was a huge genre earlier,

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when we went to go pitch "Diablo"

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to a bunch of different places,

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we got rejected 20-plus times,

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but we knew that this was an unusual kind of style of RPG.

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In a lot of ways, we wanted to kind of make

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the antithesis of what RPGs were at the time.

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We went out of our way to do that,

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to make sure that the graphics weren't elves and dragons.

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We wanted to make it, you know, very different than that.

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We wanted to make sure that the style of game it was

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was much more like the way that I used to play

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"Dungeons &amp; Dragons" as a kid.

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I didn't really care so much about the story

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and things like that in Dungeons &amp; Dragons.

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For me, it was much more about the loot.

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It was much more about getting the awesome vorpal swords

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and stuff like that.

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And so I wanted a game that was ringing true

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with a game that was more about, you know,

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killing monsters and getting cool loot

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rather than having a long story

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with a deep character customization and stuff like that.

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I wanted to focus more on the action side

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and more on the loot side.

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And so we felt like we had a great idea

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that separated us from the crowd,

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but I think that a lot of people,

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especially a lot of people in publishing at that time,

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weren't necessarily gamers.

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Lot of them were just businessmen

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who had learned that this genre isn't selling anymore.

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I don't care what kinda game you're pitching me.

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And so getting to pitch the game

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to people that were actually gamers,

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that were publishers in Blizzard,

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was a kind of breath of fresh air.

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And they understood the vision

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and ultimately led to us doing a deal with them.

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I had many influences growing up,

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things like "Ultima" to "Might and Magic" to "Wizardry."

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And so I started designing "Diablo"

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when I was in high school.

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And then in college, I started playing a lot

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on Unix machines that were, you know,

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in the computer lab at the time.

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They didn't have really any kind of graphics

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associated with them.

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And that was really where I got introduced

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to things like MUDs and roguelike games,

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even though the term roguelike comes from games

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that are like the game "Rogue,"

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which is one of the games that I was playing at the time.

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And then there were others like "NetHack" and "Moria,"

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"Umoria" and "Angband."

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And those were huge influences in really,

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in a lot of ways it was "Angband,"

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I think, that was kind of the model of what we wanted.

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The point of the game was just, you know,

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kill a boss and there was random levels and random items,

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but you were the @ symbol attacking the letter K.

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There was a game, "NHL '94."

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One of the things that we loved about that game

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is that with just a few quick buttons,

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we were in and skating around

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and could check each other and things like that.

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And that was the kind of philosophy

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that we wanted to bring to "Diablo."

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We wanted to be everything that RPGs weren't,

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and one of those things was,

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we want to just press a few buttons

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and get right into the game.

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Character creation was this big deal in RPGs.

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You would end up answering a bunch of questions

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about your history and giving yourself a backstory

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and putting numbers into all sorts of stats

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before you even knew what the stats would do.

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So we wanted to bypass all of that and get directly in.

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And that philosophy permeated every decision that we made.

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Time from boot up to kill was like,

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it's gotta be under a minute kind of thing.

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For "Diablo," there were a lot of technical things

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that we had to overcome that were different

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than the way that games had been at the time.

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So the loot lottery is kind of a system

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by which random items are generated,

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and the best analogy is it's a slot machine.

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Every time you kill a monster,

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you put a quarter into the slot machine

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and you pull the lever and out can come nothing,

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you get your quarter back, you know,

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you could do pretty well, or you could hit a jackpot.

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[game chimes]

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And so if you can think of pulling the lever

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as every time you kill a monster,

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it's got kind of this addictive quality.

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Just as slot machines are addictive,

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so is the, I am going to maybe win something big here.

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It was kind of loosely based on the system

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that came from "Moria," "Angband," "Umoria,"

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those kind of style games.

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They had random item generation,

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but not to the same extent

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that we were gonna be doing it in "Diablo."

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Luckily, this was a really fun part of the game

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for a lot of us,

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and so we didn't mind working on this part.

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It meant that we got to play the game and get cool stuff.

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Random level generation in "Diablo"

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was extremely complicated.

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There were, like, four kind of subsections

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of the original game.

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There were, like, kind of four different tilesets,

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but also it was having to write basically

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four times the code that you normally would write

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for one of these things

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also made it kind of a big challenge.

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One of our pillars was your guy that you've made,

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your character that you've made, is unique.

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Your experience is going to be different

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than anybody else's forever,

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just because of the way the trillions of combinations

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that exist out there.

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Nobody will have the same experience twice.

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A lot of RPGs were like, oh, we've got a hundred hours,

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and things like that, of content.

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And we were saying,

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basically you have unlimited content here.

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One of the things that we wanted to do with "Diablo"

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was multi-classing.

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This was kind of a philosophy that was the, again,

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kind of anti-typical RPG.

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RPGs at the time were things like,

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oh, you're playing as a cleric,

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and as a cleric, I can't hold a sword.

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It didn't make any sense at all

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that, you know, a person who claims to be this cleric,

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can't just actually pick up a dagger or pick up a sword.

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They could only use maces.

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And so in a lot of ways, we wanted to make

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the anti-system for that,

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which was this kind of like multi-classing,

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or everybody can do everything, kind of system.

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So as a warrior, you could cast spells.

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You may be a lot worse at it.

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It may take you extra mana.

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Your spell casting animations are longer,

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but you could do it.

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It was the system where you could make any class you wanted.

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There were no restrictions,

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like so many of the other things

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that we thought were just barriers to fun.

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<v ->[Video Game Character] Fresh meat.</v>

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<v ->And so making it so that it was kind of</v>

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this free form was really important to us.

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And again, it was more of the anti-RPG at the time.

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<v ->[Video Game Character] The spirits of the dead</v>

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are now avenged.

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<v ->The relationship between Blizzard North</v>

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and Blizzard South was sometimes contentious,

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as any two groups can be or whatever, in any relationship.

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Largely, we got along really well.

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We were very reasonable with each other.

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We helped each other out.

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Obviously there were some fights,

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some things that they felt passionately about,

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some things that we felt passionately about.

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They were involved,

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but they weren't involved in a day-to-day basis.

249
00:10:09.220 --> 00:10:10.720
You know, we would talk often,

250
00:10:10.720 --> 00:10:13.110
but it wasn't like they were sitting in our office

251
00:10:13.110 --> 00:10:16.320
like with a producer or talking about

252
00:10:17.280 --> 00:10:19.080
what we're doing every day kind of thing.

253
00:10:19.080 --> 00:10:21.930
Originally, "Diablo" was gonna be a turn-based game,

254
00:10:21.930 --> 00:10:25.900
which is based on "Rogue" and "Angband," et cetera.

255
00:10:25.900 --> 00:10:27.780
All of those games were turn-based.

256
00:10:27.780 --> 00:10:31.150
At some point during the process, which was pretty early,

257
00:10:31.150 --> 00:10:34.980
I would say within maybe three or four months

258
00:10:34.980 --> 00:10:36.850
of the start of the project,

259
00:10:36.850 --> 00:10:38.920
they came to us after their success

260
00:10:38.920 --> 00:10:42.320
with converting strategy games to real-time

261
00:10:42.320 --> 00:10:44.960
in the same way that they did with "Warcraft."

262
00:10:44.960 --> 00:10:47.200
And they felt, hey, with all of these kind of

263
00:10:47.200 --> 00:10:50.640
turn-based old-school versions of RPGs,

264
00:10:50.640 --> 00:10:54.410
we should do a real-time version of it.

265
00:10:54.410 --> 00:10:57.950
And I was really against this idea.

266
00:10:57.950 --> 00:11:00.040
This was the line in the sand for me.

267
00:11:00.040 --> 00:11:02.470
I was not gonna, there was no way

268
00:11:02.470 --> 00:11:04.807
that I was changing this game to real-time.

269
00:11:04.807 --> 00:11:07.310
<v ->[Video Game Character] His reckless overconfidence</v>

270
00:11:07.310 --> 00:11:10.310
has proven costly to us all.

271
00:11:10.310 --> 00:11:13.010
<v ->I was deathly afraid of losing</v>

272
00:11:13.010 --> 00:11:15.430
what I thought was kind of the essence of this game.

273
00:11:15.430 --> 00:11:17.460
Oftentimes when you're playing

274
00:11:17.460 --> 00:11:19.320 line:15% 
these turn-based RPGs like this,

275
00:11:19.320 --> 00:11:22.210 line:15% 
you get to a point where your character's about to die.

276
00:11:22.210 --> 00:11:24.200 line:15% 
You were important decisions you had to make.

277
00:11:24.200 --> 00:11:26.140 line:15% 
There was just so much strategy and depth

278
00:11:26.140 --> 00:11:27.690 line:15% 
and the games were permadeath.

279
00:11:27.690 --> 00:11:30.300
So if you, you know, if you died, that was it.

280
00:11:30.300 --> 00:11:32.610
And there was on these Unix servers,

281
00:11:32.610 --> 00:11:35.040
so you couldn't, like, restore your characters

282
00:11:35.040 --> 00:11:36.200
or anything like that, it was gone.

283
00:11:36.200 --> 00:11:37.667
So it's this really tense moment.

284
00:11:37.667 --> 00:11:41.400
And I really did not want to lose that tension.

285
00:11:41.400 --> 00:11:43.453
I thought that was essential to the way

286
00:11:43.453 --> 00:11:45.270 line:15% 
that the game was gonna play.

287
00:11:45.270 --> 00:11:48.100 line:15% 
And our turn base wasn't really like our turn, their turn,

288
00:11:48.100 --> 00:11:48.933 line:15% 
our turn, their turn.

289
00:11:48.933 --> 00:11:50.350 line:15% 
It was a little bit more complicated.

290
00:11:50.350 --> 00:11:54.920 line:15% 
It was if a single turn was broken into 10 sub-turns

291
00:11:54.920 --> 00:11:55.960
or something like that,

292
00:11:55.960 --> 00:11:57.410
pulling out your sword may take

293
00:11:57.410 --> 00:12:00.300
like, you know, 1/10 of a turn,

294
00:12:00.300 --> 00:12:03.280
and then walking one square horizontally

295
00:12:03.280 --> 00:12:06.960
took a whole turn, but diagonally took 1.4 turns.

296
00:12:06.960 --> 00:12:09.840
So we kind of had this scaling list.

297
00:12:09.840 --> 00:12:12.080
So it was kind of a complicated turn-based thing.

298
00:12:12.080 --> 00:12:13.870
And there was a lot of conflict,

299
00:12:13.870 --> 00:12:16.250
and a lot of times that we would talk about the game

300
00:12:16.250 --> 00:12:17.290
and how things were going,

301
00:12:17.290 --> 00:12:21.130
and we would have phone calls and for weeks at the end,

302
00:12:21.130 --> 00:12:23.267
they would say, "Hey, so what about

303
00:12:23.267 --> 00:12:25.190
"changing it to real- time?"

304
00:12:25.190 --> 00:12:27.980
They would kind of keep nudging on this.

305
00:12:27.980 --> 00:12:30.230
I brought it up with some of the people at the office.

306
00:12:30.230 --> 00:12:31.750
It started to gain some momentum.

307
00:12:31.750 --> 00:12:32.583
People were like, "Yeah, no,

308
00:12:32.583 --> 00:12:34.717
"I think that it might be kind of cool."

309
00:12:34.717 --> 00:12:37.870
<v ->[Video Game Character] My knowledge of the ancient ways</v>

310
00:12:37.870 --> 00:12:40.260
might be of some help.

311
00:12:40.260 --> 00:12:41.270
<v ->We all got together.</v>

312
00:12:41.270 --> 00:12:43.500
The entire Blizzard North got together

313
00:12:43.500 --> 00:12:45.335
in the kitchen and had a vote.

314
00:12:45.335 --> 00:12:47.270
The development team was probably

315
00:12:47.270 --> 00:12:50.120
maybe 15 people at the time.

316
00:12:50.120 --> 00:12:53.430
We all voted and I was heavily outweighed.

317
00:12:53.430 --> 00:12:55.910
There were a few, three or four of us,

318
00:12:55.910 --> 00:12:57.780
kind of didn't want to change it,

319
00:12:57.780 --> 00:13:00.630
but it was, you know, 15 of them

320
00:13:00.630 --> 00:13:02.130
did want to change it or whatever.

321
00:13:02.130 --> 00:13:05.130
So reluctantly, I said: Okay, yeah, we can do this.

322
00:13:05.130 --> 00:13:07.411
We can give it a try. I think this is dumb.

323
00:13:07.411 --> 00:13:09.020
I think it's gonna be a waste of like,

324
00:13:09.020 --> 00:13:11.210
it's gonna take us a month to do this.

325
00:13:11.210 --> 00:13:14.060
We've done this game for too cheap. We're gonna go back.

326
00:13:14.060 --> 00:13:16.210
We're gonna try and get some more money as well,

327
00:13:16.210 --> 00:13:17.043
at the same time.

328
00:13:17.043 --> 00:13:19.730
I went back, I said: Yeah, it's gonna take us longer

329
00:13:19.730 --> 00:13:20.930
to develop the game now

330
00:13:20.930 --> 00:13:22.710
because it's gonna be this real-time thing.

331
00:13:22.710 --> 00:13:25.770
So we not only need an extra milestone payment,

332
00:13:25.770 --> 00:13:28.750
but also, you know, we're not gonna have anything

333
00:13:28.750 --> 00:13:31.010
to show or talk about for like a month,

334
00:13:31.010 --> 00:13:33.060
because it's just gonna take so long to do this.

335
00:13:33.060 --> 00:13:35.820
And so I said: Okay, I'm gonna start this process.

336
00:13:35.820 --> 00:13:37.300
Everybody go home.

337
00:13:37.300 --> 00:13:40.100
This was on a Friday, everybody cleared out.

338
00:13:40.100 --> 00:13:42.840
And Friday afternoon I started working on it,

339
00:13:42.840 --> 00:13:47.000
and by Friday evening I had it done. [laughs]

340
00:13:47.000 --> 00:13:49.800
I remember it just like it was yesterday.

341
00:13:49.800 --> 00:13:50.830
You know, I was working on it

342
00:13:50.830 --> 00:13:52.410
and I always kind of the warrior.

343
00:13:52.410 --> 00:13:53.750
I had this club in my hand,

344
00:13:53.750 --> 00:13:55.700
there was a skeleton on the screen,

345
00:13:55.700 --> 00:13:57.800
and I kind of clicked on a skeleton.

346
00:13:57.800 --> 00:13:59.500
My character walked over and swung

347
00:13:59.500 --> 00:14:01.650
and smacked the skeleton apart.

348
00:14:01.650 --> 00:14:05.020
And I was like, "Oh my God, this is amazing."

349
00:14:05.020 --> 00:14:09.270
That felt so good. That was, really, this was way better.

350
00:14:09.270 --> 00:14:12.610
The sun shone through the window, the clouds parted,

351
00:14:12.610 --> 00:14:14.680
the angels went, ahh.

352
00:14:15.680 --> 00:14:17.680
It was definitely a moment that I knew

353
00:14:17.680 --> 00:14:19.880
that this was definitely the way to go.

354
00:14:19.880 --> 00:14:21.400
This was way better.

355
00:14:21.400 --> 00:14:23.010
And I just sat there for like an hour,

356
00:14:23.010 --> 00:14:25.210
like clicking the mouse button over and over again,

357
00:14:25.210 --> 00:14:28.410
as I just swung the sword and we never really looked back.

358
00:14:28.410 --> 00:14:30.600
So when people came in on Monday morning,

359
00:14:30.600 --> 00:14:31.750
it was done, it was working.

360
00:14:31.750 --> 00:14:34.980
It was obvious that this was the way to go,

361
00:14:34.980 --> 00:14:36.200
and we never looked back.

362
00:14:36.200 --> 00:14:38.470
One of the great things about this change

363
00:14:38.470 --> 00:14:40.930
was that we had so many assets to work with.

364
00:14:40.930 --> 00:14:45.680
The game itself was already deep in production.

365
00:14:45.680 --> 00:14:48.180
We already had a bunch of different assets,

366
00:14:48.180 --> 00:14:49.940
so we didn't need to start from scratch.

367
00:14:49.940 --> 00:14:51.570
We kept the same perspective.

368
00:14:51.570 --> 00:14:53.400
We kept a lot of the assets that we had.

369
00:14:53.400 --> 00:14:55.300
So there wasn't really any kind of fundamental

370
00:14:55.300 --> 00:14:58.780
technology changes in terms of the graphics pipeline

371
00:14:58.780 --> 00:15:00.380
or art assets or anything like that,

372
00:15:00.380 --> 00:15:01.320
that we needed to take care of.

373
00:15:01.320 --> 00:15:06.180
It was mainly focused on our ability to change the gameplay

374
00:15:06.180 --> 00:15:09.060
and make sure that that was a smooth transition.

375
00:15:09.060 --> 00:15:11.790
Once the real-time change had happened

376
00:15:11.790 --> 00:15:13.320
and we kind of settled in,

377
00:15:13.320 --> 00:15:17.930
it was pretty obvious that it was the right decision.

378
00:15:17.930 --> 00:15:21.100
Throughout the office it was kind of an electric atmosphere.

379
00:15:21.100 --> 00:15:23.800
Everybody was really jazzed. Everybody's really psyched.

380
00:15:23.800 --> 00:15:27.490
Even the people that were kind of steadfast against us,

381
00:15:27.490 --> 00:15:29.917
including myself, came to me and said,

382
00:15:29.917 --> 00:15:33.260
"Yes, this feels amazing. This is really cool."

383
00:15:33.260 --> 00:15:35.190
We kind of changed some of the design of the game

384
00:15:35.190 --> 00:15:37.130
and the way that you're gonna interact with the monsters

385
00:15:37.130 --> 00:15:39.080
and the way that you're gonna do combat and stuff like that.

386
00:15:39.080 --> 00:15:43.410
And these things kind of evolved and changed

387
00:15:43.410 --> 00:15:45.550
over a period of the next few weeks and months

388
00:15:45.550 --> 00:15:49.420
as we kind of grasped what the real-time really meant

389
00:15:49.420 --> 00:15:52.760
and how that affected the actual moment-to-moment gameplay.

390
00:15:52.760 --> 00:15:57.230
So on that day that I had that incredible encoding session,

391
00:15:57.230 --> 00:16:00.440
we didn't let Blizzard know quite right away,

392
00:16:00.440 --> 00:16:02.410
but I couldn't hold it back that much.

393
00:16:02.410 --> 00:16:05.500
I couldn't withhold that information for too long

394
00:16:05.500 --> 00:16:07.400
'cause it was just so damn exciting.

395
00:16:07.400 --> 00:16:09.380
And they had already agreed to pay us more money,

396
00:16:09.380 --> 00:16:12.380
so that part was taken care of.

397
00:16:12.380 --> 00:16:14.160
And the fact that it took such a short time

398
00:16:14.160 --> 00:16:17.250
and was such an improvement, and they kind of got their way,

399
00:16:17.250 --> 00:16:19.450
it ended up not really being an issue at all.

400
00:16:19.450 --> 00:16:22.530
And everybody was very excited about the new direction

401
00:16:22.530 --> 00:16:24.080
and the way that it turned out.

402
00:16:25.067 --> 00:16:26.587
<v ->[Video Game Character] We have learned strength</v>

403
00:16:26.587 --> 00:16:28.680
is making the right choice.

404
00:16:28.680 --> 00:16:31.600
<v ->Looking back, I feel like "Diablo I"</v>

405
00:16:31.600 --> 00:16:35.490
turned out way better than I ever imagined it would.

406
00:16:35.490 --> 00:16:39.310
I'm obviously very proud of working on it.

407
00:16:39.310 --> 00:16:41.820
You know, it's just such a highlight

408
00:16:41.820 --> 00:16:44.930
and a pillar of my career, but it wasn't just me.

409
00:16:44.930 --> 00:16:45.890
It was a lot of people.

410
00:16:45.890 --> 00:16:46.830
There are a lot of people,

411
00:16:46.830 --> 00:16:48.870
very talented people that I worked with,

412
00:16:48.870 --> 00:16:52.840
that made that a reality, from music to graphics,

413
00:16:52.840 --> 00:16:54.650
to other programmers, et cetera.

414
00:16:54.650 --> 00:16:57.130
There were just so many super talented people

415
00:16:57.130 --> 00:16:58.963
that worked together as a team to make that

416
00:16:58.963 --> 00:17:00.690
a just really special time.

417
00:17:00.690 --> 00:17:03.093
In terms of my overall vision,

418
00:17:04.169 --> 00:17:06.170
it exceeded what my vision

419
00:17:06.170 --> 00:17:07.923
of what the final product could be.

420
00:17:09.450 --> 00:17:11.540
I feel very, very lucky to have worked on it.

421
00:17:11.540 --> 00:17:13.840
We had a very different vision for "Diablo II."

422
00:17:13.840 --> 00:17:16.070
We had a lot more experience about what we were doing.

423
00:17:16.070 --> 00:17:17.960
We understood the market a lot better.

424
00:17:17.960 --> 00:17:22.170
We understood that we're building upon this fantastic game.

425
00:17:22.170 --> 00:17:24.120
With "Diablo II," it was definitely

426
00:17:24.120 --> 00:17:26.360
more in lines with my expectations.

427
00:17:26.360 --> 00:17:29.480
It still exceeded my expectations and still does today.

428
00:17:29.480 --> 00:17:30.560
I mean, the fact of the matter is

429
00:17:30.560 --> 00:17:31.920
that there are so many people

430
00:17:31.920 --> 00:17:35.420
playing the game today that, you know,

431
00:17:35.420 --> 00:17:38.850
20 years after we released it, says a lot about the product.

432
00:17:38.850 --> 00:17:39.790
You can go on to Twitch

433
00:17:39.790 --> 00:17:42.920
and find people streaming the product at any time.

434
00:17:42.920 --> 00:17:45.080
It continued to sell, you know,

435
00:17:45.080 --> 00:17:47.190
a boxed copy of this game on target

436
00:17:47.190 --> 00:17:50.177
for 15 years after the product was released.

437
00:17:50.177 --> 00:17:53.270
And it was always in the top 10 sellers of the year.

438
00:17:53.270 --> 00:17:56.570
At the time, "Diablo II" was the fastest-selling

439
00:17:56.570 --> 00:17:57.840
PC game of all time.

440
00:17:57.840 --> 00:17:59.080
You know, it reached a million copies

441
00:17:59.080 --> 00:18:00.600
faster than any other game in history.

442
00:18:00.600 --> 00:18:03.270
And I think that "Diablo I", you know,

443
00:18:03.270 --> 00:18:05.350
sold a million very quickly as well.

444
00:18:05.350 --> 00:18:08.690
Right at the exact same time, "The Sims" came out.

445
00:18:08.690 --> 00:18:10.910
It was almost exact same time as "Diablo II."

446
00:18:10.910 --> 00:18:13.280
Those two games were on the bestselling list

447
00:18:13.280 --> 00:18:15.760
and still are on the bestselling lists of all time

448
00:18:15.760 --> 00:18:17.470
if you look up PC sales.

449
00:18:17.470 --> 00:18:19.270
People are so passionate about the game

450
00:18:19.270 --> 00:18:21.000
and they figure out every little aspect.

451
00:18:21.000 --> 00:18:24.170
And it's funny, they'll collect every single unique item

452
00:18:24.170 --> 00:18:25.770
in the game or something like that.

453
00:18:25.770 --> 00:18:28.210
And they play literally hundreds and hundreds

454
00:18:28.210 --> 00:18:30.360
and hundreds of hours trying to collect these things.

455
00:18:30.360 --> 00:18:31.720
They do it unique ways.

456
00:18:31.720 --> 00:18:32.790
So I'm just going to,

457
00:18:32.790 --> 00:18:34.900
I'm not gonna use any kind of weapons.

458
00:18:34.900 --> 00:18:37.170
I'm just gonna punch my way to the end, or whatever.

459
00:18:37.170 --> 00:18:39.050
There's like all sorts of different ways

460
00:18:39.050 --> 00:18:39.883
that people come up with.

461
00:18:39.883 --> 00:18:42.210
They make videos on YouTube and all these kind of things,

462
00:18:42.210 --> 00:18:45.120
and it's really great to see people so passionate

463
00:18:45.120 --> 00:18:47.490
about the game after all these years.

464
00:18:47.490 --> 00:18:50.390
Both "Diablo" and "Diablo II" had such a huge impact

465
00:18:50.390 --> 00:18:52.490
on my career and still do to today.

466
00:18:52.490 --> 00:18:54.970
It's strange, having such success

467
00:18:54.970 --> 00:18:58.620
with your first PC game you've ever made,

468
00:18:58.620 --> 00:19:01.470
the expectations for everything that you do after that

469
00:19:01.470 --> 00:19:04.540
are just sky high, ridiculously high.

470
00:19:04.540 --> 00:19:08.100
That was a tough thing to deal with when we left Blizzard

471
00:19:08.100 --> 00:19:10.110
and made things like "Hellgate: London,"

472
00:19:10.110 --> 00:19:14.360
and the hype for that game was outrageously high

473
00:19:14.360 --> 00:19:16.440
and didn't meet expectations.

474
00:19:16.440 --> 00:19:18.900 line:15% 
It was a really unique game. It was really cool.

475
00:19:18.900 --> 00:19:21.110 line:15% 
I think it was a game that was way ahead of its time.

476
00:19:21.110 --> 00:19:23.050 line:15% 
Basically it was the very first looter shooter

477
00:19:23.050 --> 00:19:25.240 line:15% 
that, I don't know, some people call it shooter looter,

478
00:19:25.240 --> 00:19:26.570
some people call it looter shooter.

479
00:19:26.570 --> 00:19:27.910
There are other names for or whatever,

480
00:19:27.910 --> 00:19:29.820
but whatever way that you wanna say it,

481
00:19:29.820 --> 00:19:32.210
it was the first of that style of game.

482
00:19:32.210 --> 00:19:33.620
And I get a lot of people that come back

483
00:19:33.620 --> 00:19:35.280
and compliment me on that all the time,

484
00:19:35.280 --> 00:19:38.720
despite the flaws, which were mainly bug-related.

485
00:19:38.720 --> 00:19:40.040
There are a lot of gameplay loops

486
00:19:40.040 --> 00:19:41.570
that I'm fond of these days.

487
00:19:41.570 --> 00:19:43.040 line:15% 
I think that for me, a lot of

488
00:19:43.040 --> 00:19:45.580 line:15% 
kind of like survival-esque games

489
00:19:45.580 --> 00:19:48.310 line:15% 
are really kind of my jam lately.

490
00:19:48.310 --> 00:19:51.210 line:15% 
I was really into MMOs for awhile

491
00:19:52.090 --> 00:19:55.200 line:15% 
and I think that any kind of survival, building, crafting,

492
00:19:55.200 --> 00:19:57.450 line:15% 
those kinds of things, I really enjoy that a lot,

493
00:19:57.450 --> 00:20:00.870 line:15% 
but still I harken back to ARPGs.

494
00:20:00.870 --> 00:20:04.200
Like, I still really enjoy the loop

495
00:20:04.200 --> 00:20:06.630
of kill monsters, get loot.

496
00:20:06.630 --> 00:20:08.550
I still really love that the most,

497
00:20:08.550 --> 00:20:10.650
much more than almost any other genre.

498
00:20:10.650 --> 00:20:13.050
The best general advice that I can give

499
00:20:13.050 --> 00:20:17.030
are things like from a UI perspective.

500
00:20:17.030 --> 00:20:20.240
Can somebody play this without reading a manual

501
00:20:20.240 --> 00:20:21.970
or getting any kind of instructions?

502
00:20:21.970 --> 00:20:25.510
Like, back in the early days when I was playing,

503
00:20:25.510 --> 00:20:27.530
when we were making "Diablo," we had this thing,

504
00:20:27.530 --> 00:20:28.970
which is now kind of unfair,

505
00:20:28.970 --> 00:20:30.820
but it was nicknamed the mom test,

506
00:20:30.820 --> 00:20:33.920
which was like, my mom was not computer-savvy at the time.

507
00:20:33.920 --> 00:20:37.860
And so like, if my mom can pick this up and play this,

508
00:20:37.860 --> 00:20:39.570
then anybody can.

509
00:20:39.570 --> 00:20:40.830
We wanted to approach the thing

510
00:20:40.830 --> 00:20:43.380
so it was kind of a wide audience kind of way

511
00:20:43.380 --> 00:20:45.790
to play the game and it made simplified things.

512
00:20:45.790 --> 00:20:48.410
It forced us to simplify any UI.

513
00:20:48.410 --> 00:20:50.470
And so kind of distilling the essence

514
00:20:50.470 --> 00:20:52.390
of what you're trying to do, whatever it is,

515
00:20:52.390 --> 00:20:55.310
and making the UI kind of enhance that

516
00:20:55.310 --> 00:20:57.290
is the best kind of experience that I can give.

517
00:20:57.290 --> 00:20:58.810
Making sure that something

518
00:20:58.810 --> 00:21:01.060
is really simple and straightforward,

519
00:21:01.060 --> 00:21:04.200
especially in your core game loop, is critical.

520
00:21:04.200 --> 00:21:07.030
A few years ago, I went completely independent.

521
00:21:07.030 --> 00:21:09.060
I made a company called Graybeard Games.

522
00:21:09.060 --> 00:21:12.410
It was originally just me. It's still largely just me.

523
00:21:12.410 --> 00:21:14.430 line:15% 
Made a product called "It Lurks Below."

524
00:21:14.430 --> 00:21:15.263 line:15% 
I did everything.

525
00:21:15.263 --> 00:21:20.263 line:15% 
I did the pixel art, the programming, the design, music.

526
00:21:20.360 --> 00:21:23.250 line:15% 
Later in the game, a couple other people help.

527
00:21:23.250 --> 00:21:26.500
My wife is doing a little bit of programming and design

528
00:21:26.500 --> 00:21:27.900
and my third eldest kid,

529
00:21:27.900 --> 00:21:30.063
but my eldest kid here still at the house,

530
00:21:31.360 --> 00:21:32.680
she's doing some of the art.

531
00:21:32.680 --> 00:21:34.000
We've done some of the pixel art

532
00:21:34.000 --> 00:21:35.650
and I've got some other friends

533
00:21:35.650 --> 00:21:36.900
helping me and stuff like that.

534
00:21:36.900 --> 00:21:38.410
So it's more than just me,

535
00:21:38.410 --> 00:21:40.450
but originally a great majority of the project

536
00:21:40.450 --> 00:21:41.360
has been just me.

537
00:21:41.360 --> 00:21:43.800
I wanted to try and do a project all by myself

538
00:21:43.800 --> 00:21:45.670
and "It Lurks Below," it's out.

539
00:21:45.670 --> 00:21:46.950
It's been out for about a year,

540
00:21:46.950 --> 00:21:50.880
and it's coming to Xbox soon and hopefully other platforms,

541
00:21:50.880 --> 00:21:52.150
other consoles after that.

542
00:21:52.150 --> 00:21:55.140
And then recently I also just started a publisher

543
00:21:55.140 --> 00:21:56.500
called Skystone Games

544
00:21:56.500 --> 00:22:00.740
and looking to publish other kind of indie products

545
00:22:00.740 --> 00:22:03.640
and take my experience from being an indie developer

546
00:22:03.640 --> 00:22:06.470
and trying to boost other indies

547
00:22:06.470 --> 00:22:09.400
and making sure that they can survive

548
00:22:09.400 --> 00:22:11.370
in today's harsh climate.

549
00:22:11.370 --> 00:22:13.550
Give them not only game feedback,

550
00:22:13.550 --> 00:22:15.580
but also make sure that they can

551
00:22:16.450 --> 00:22:18.760
get good coverage on their game

552
00:22:18.760 --> 00:22:22.180
and get seen by press outlets and things like that.

553
00:22:22.180 --> 00:22:24.190
There were a bunch of times during development

554
00:22:24.190 --> 00:22:26.010
that I felt like this could be a hit,

555
00:22:26.010 --> 00:22:28.670
but the thing that really drove it home for me

556
00:22:28.670 --> 00:22:30.680
while we were making the game,

557
00:22:30.680 --> 00:22:34.560
we would work and people would roll in and work all day,

558
00:22:34.560 --> 00:22:36.520
and then when it was time to go home,

559
00:22:36.520 --> 00:22:37.670
they weren't going home.

560
00:22:37.670 --> 00:22:38.730
They were playing the game

561
00:22:38.730 --> 00:22:40.450
that they had just spent all day working on.

562
00:22:40.450 --> 00:22:43.050
So I knew when that was happening,

563
00:22:43.050 --> 00:22:45.830
that it was, you know, it could be something

564
00:22:45.830 --> 00:22:47.660
that was kind of addictive.

565
00:22:47.660 --> 00:22:50.410
And the dream was never that it would do as well as it did.

566
00:22:50.410 --> 00:22:54.550
Our dream was maybe someday we can sell 25,000 copies.

567
00:22:54.550 --> 00:22:56.500
If we did that, maybe we could make a sequel.

568
00:22:56.500 --> 00:22:58.220
That was kind of the original dream.

569
00:22:58.220 --> 00:23:01.070
I had no real intent in making it, you know,

570
00:23:01.070 --> 00:23:02.940
that it was gonna be so addictive

571
00:23:02.940 --> 00:23:05.460
or that wasn't really what we had set out to be.

572
00:23:05.460 --> 00:23:07.990
It was just the hopes of us being able

573
00:23:07.990 --> 00:23:09.610
to make the PC games that we love.

574
00:23:09.610 --> 00:23:12.940
[dramatic music]

575
00:23:12.940 --> 00:23:15.607
[logo whooshes]

