Initially conceived as a drastically different game, Diablo IV's early development saw it envisioned as a more action-oriented, roguelite experience, according to Diablo III director Josh Mosqueira.
Diablo 3 Director's Vision for a Reimagined Diablo IV
Ambitious Roguelike Design Faced Development Challenges
A recent WIRED report, drawing from Jason Schreier's book "Play Nice," details how Diablo IV's early development, under the codename "Hades," diverged significantly from the final product. Following the perceived shortcomings of Diablo III, Mosqueira aimed for a radical departure.
This early iteration, conceived with a select team, featured a third-person perspective, replacing the series' signature isometric view. Combat, inspired by the Batman: Arkham series, was intended to be faster-paced and more impactful. A significant element was the inclusion of permadeath, adding a high-stakes roguelite layer to the gameplay.
While Blizzard executives initially supported this experimental approach, several obstacles emerged. The ambitious co-op multiplayer aspects proved particularly challenging. Internal discussions questioned whether the project retained its Diablo identity. Designer Julian Love reportedly commented on the evolving nature of the game, highlighting the shift in controls, rewards, monsters, and heroes, while acknowledging the shared "dark" thematic element. Ultimately, the team concluded that the roguelike direction might create an entirely new IP rather than a Diablo game.
Diablo IV recently launched its first major expansion, Vessel of Hatred. Set in 1336, this expansion explores Mephisto's machinations in the ominous realm of Nahantu. (A review of the DLC can be found in the link below.)