![]() Lead designer Joe Shelly gives me an example of how a regular day out in this more open iteration of Diabloland might look. “I know that there are Boars in the Dry Steppes, I know there are skeletons in the south-eastern part of Scosglen, or I go to the coast and it’s drowned – it really informs a lot of player decisions that you’ve never had to think about in a Diablo game”. “In an open-world game there’s all these fun things that pull you off the path”, says Mueller. Where Diablo 3’s campaign always felt like a fast-track towards a simple but addictive endgame, here Blizzard wants to make the world more dynamic. There’s more to engage with beyond the main quest too. You’re free to tackle these in any order you like. At a much later point it converges back together for the final act”.Īs an example, after the opening segment of the game you can pursue story questlines in three separate regions of the world: Scosglen, the Fractured Peaks, or the Dry Steppes. ![]() “For the first part of the game there’s a path in, then a lot of options about where you can go from there. “There’s an entry point in the game, then there’s a point when things diverge and you have a lot of options about which way you can go”, says Mueller. Structurally at least, Diablo 4 is dropping the linear Act progression for something more akin to open-world design. ![]()
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