Rod Fergusson on the highs and lows of working on Diablo 4, plans for the future of PTR, improving microtransactions — and unicorns


I was lucky enough to be offered the opportunity to chat about Diablo 4 with the franchise’s lead, Rod Fergusson. In our short time we covered so much, that we had to split it into two parts. In Part 1, Rod discussed Diablo 4 on Xbox Game Pass, learnings from Season 4 and the idea of a Diablo Netflix adaptation. In part 2, we talked more about why a specific Season of Diablo 4 seems to have resonated with the community compared to others if the Player Test Realm (PTR) is a permanent fixture and will be available to console players, and even all about the perceived notion of items being ‘cooler’ in the Diablo 4 store. Oh and of course, I had to bring up Unicorns.

What was the best Season, and why was it Season of Blood? 

Season of Blood had the sauce for success, but why? (Image credit: Blizzard Entertainment)

It’s no secret that I loved Season of Blood, from the loot rain of the Blood Harvests to the Vampric Powers, something about Season 2 had the magic sauce needed for a Season to succeed and make me want to complete that Battle Pass. It wasn’t perfect, as we reported in our Season 2 review, but it’s certainly the one that I put the most hours into and was noticeably the most well-received of the 3 seasons we’ve had so far in Diablo 4. I asked Rod why he thinks Season 2 stood out in comparison to Season of the Malignant and Season of the Construct.

I think it was a combination of a couple of things. I think the vampire fantasy is a strong one that is easily relatable. Malignancy or malignant hearts or corruption is a little harder to necessarily get right away, whereas Vampires you instantly understand.  So I think there’s that notion of approachability. But I also think Season 2 helped us understand what we need to do around things like Hell Tide. And one of the big things we’re also learning, as I go back to your original question about what we are learning through the Seasons, is really around monster density in terms of, you know, being part of Diablo. The fantasy really is about slaying multitudes of monsters and that feeling of power. And in Season 2,  we worked really hard to optimize the engine and optimize the art, and to be able to turn that dial up. So when you had the Blood Harvest, which was a sort of a themed version of Hell Tide. You had that moment of, I can have all these monsters and I could summon the council. And there’s legionaries everywhere. So there’s this density there, that everybody loved. “

Season 2 helped us understand what we need to do around things like Hell Tide

Rod Fergusson





Source link

Previous articlePost-Halving Fee Madness on the Bitcoin Network After the Introduction of Runes
Next articleBest Designer Apple Watch Bands from Buckle and Band