Initially conceived as a drastically different game, Diablo IV's early development saw a vision for a more action-oriented, roguelite experience. This revelation comes from Diablo III director Josh Mosqueira.
Diablo 3's Director Envisioned a Revolutionary Diablo IV
Ambitious Roguelike Design Faced Significant Hurdles
According to a Bloomberg report featured in WIRED, Diablo IV's early iteration, codenamed "Hades," was envisioned as a departure from the series' established formula. Mosqueira, aiming to overcome the perceived shortcomings of Diablo III, sought a fresh approach.
This prototype featured a third-person perspective (unlike the series' traditional isometric view), Batman: Arkham-inspired combat described as "punchier" and more action-packed, and a critical roguelite element: permadeath. A small team experimented with these concepts.
Despite initial executive support for this bold experimentation, several challenges emerged. The ambitious co-op multiplayer aspects proved particularly problematic. Furthermore, internal debate arose regarding the game's identity. As designer Julian Love noted, while maintaining a dark tone, the core gameplay diverged significantly from established Diablo conventions, raising questions about whether it remained a true Diablo game or a new IP entirely.
Diablo IV recently released its first major expansion, "Vessel of Hatred," transporting players to the malevolent realm of Nahantu in 1336. This expansion delves into Mephisto's machinations within Sanctuary. [Link to review would go here]