Diablo III recently turned 10 years old, and to celebrate a decade of demon-slaying, former Diablo III developer and current Diablo Immortal game director Wyatt Cheng took to Twitter to answer fan questions about the game's development, initial launch, and features that didn't make the final cut.
Cheng's responses dive deep into Blizzard's approach for Diablo III, and how that approach quickly changed after launch. The game's difficulty, for example, was originally inspired by World of Warcraft's raids. The game's controversial real-money auction house was a major point of contention at launch, with many players feeling like the game's steep challenge at higher difficulty levels and low-item drop rates were intended to push players towards buying better gear on the auction house. Cheng says that was never the goal, but was instead implemented in order for players to more easily trade and exchange items without having to use third-party websites.
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Drop rates were never throttled low because of the AH. Drop rates were designed to be fun for a player playing solo. Here's a thought experiment. Choose any drop rate you want. Now introduce an Auction House that puts the player at the 99.99% percentile of loot.
Anyone who has spent a substantial amount of time in Diablo III has likely encountered the game's Whimsyshire secret level, a world of happy clouds and rainbows that looks like it came straight out of an episode of Care Bears. The
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