Diablo III is now a thing that you’re capable of owning and (hopefully) playing. Just before the launch, when those network problems were yet to freeze Hell over, I sat down with senior world designer Leonard Boyarsky and lead technical artist Julian Love to keep them company as queues formed in the streets outside. Along the way, I discovered that having an ex-Troika chap on your game means that ‘lore’ is a very important word indeed, that the distant roguelike heritage hasn’t been forgotten and that technological progression doesn’t necessarily alter design principles.
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