Diablo 4 impressed the Hell out of me (pun intended). After I spent roughly 12 hours romping through Act 1 and reaching level 25 before I couldn't progress any further, Blizzard's latest dungeon-crawling action-RPG sequel had its hooks firmly into me. After I had to put it down, I spoke with lead designers Zaven Harouotunian and Angela Del Priore about their approach to the design of a franchise that is now over 25 years old. With the finish line of the project now in sight, I asked each of them about the contributions to the game that they're most proud of.
"[I'm most proud of] how we’re supporting multiple inputs and platforms all at the same time," said Del Priore, whose duties include UI and user experience design. "It makes the game more accessible and approachable. You’re choosing how you get to play. And it's not a simple thing to do. To design the entire game with an entire unified interface and interactions that work on keyboard and controller that support cross-progression on all the differnet consoles that we're launching on and support local [multiplayer] on consoles. I think the fact that we were able to do that is no small feat and I'm really proud of the team."
Harouotunian, meanwhile, answered the same question thusly: "There hasn't really been a really meaty endgame emphasis [in past Diablo games]. Players have kind of just found their own endgame with the pieces that were in place, and we've added stuff in the long-term via patches in the past. But this is the first time we’ve really put a major emphasis on adding endgame right from the get-go and supporting it like we would support any other feature. I’m proud that we’ve been able to do so without detracting from any of the other aspects that makes
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