Diablo’s first step into true live service begins this week with Season of the Malignant. I had the chance to take part in a group interview with some of the developers involved with making it, namely Joseph Piepiora, Associate Game Director, Michelle Pina, Game Designer for Dungeons, and Madeleine James, Game Designer for Quests.
Naturally, with this interview being about the Diablo 4 upcoming season, the developers spent their time elaborating on what players can expect in Season of the Malignant. Most of what they discussed is stuff we already know, albeit with more detail and flair, such as the season’s narrative focus and the introduction of new mechanics like Malignant Hearts and the smaller, quicker, more focused, and farming-centric Malignant Tunnels. It’s exciting, unique, and players will enjoy it.
But I was surprised to get such an insight into their approach to seasons as a whole. During the interview, they dived into their philosophy and decisions regarding Diablo 4’s seasonal content. They talk about why they are making certain choices, how Diablo 3’s seasons inspired them to go bigger and better for Diablo 4, and were honest about their thoughts and plans for seasonal content going forward.
Related: Diablo 4: Season of the Malignant – Start Date, Story, & Malignant Hearts
How Diablo 3 Informed the Developer’s Approach to Diablo 4’s SeasonsOf course, this isn’t the first Blizzard title to take on a live service seasonal approach to its content, and it’s certainly not the first Diablo game. In fact, the developers looked to the success of Diablo 3’s seasons when approaching Diablo 4, hoping to refine and build on what made them work.
“We talk about Diablo 3 seasons quite a bit,” James explained and went
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