My Thoughts on Diablo II: Reign of the Warlock
131 segments
Hi, I’m Chris Wilson.
As you probably know, I'm a huge Diablo II fan, to the extent that I co-created Path of Exile
as an homage to it. Well, last week, Blizzard shadow-dropped a new character class in Diablo II,
for the first time in 25 years, in an update called Reign of the Warlock.
This is a unique situation for me because it's the intersection of
my lifelong love for Diablo II and my career, where I had to design,
scope out and release almost 40 expansion updates to a live Action RPG.
There's a lot of feedback online about Reign of the Warlock, and I want to present my personal
point of view on it. I want to talk about some of the decisions that the developers likely faced,
the various choices they had available, and the consequences of those choices.
I've got nothing but respect for the Diablo 2 Resurrected team at Blizzard who
are pushing hard to bring us new content for the game we love. They may watch this video,
so I want to make it clear I've been having a great time in Reign of the
Warlock so far and I'm just trying to provide a fellow developer's perspective
on what it's like trying to thread the needle on an update like this.
I should make it clear that I am not affiliated with Blizzard, and these opinions are my own.
While some people on Reddit may have decided that the Chris Wilson on the Diablo team is
the same person as me, that's actually not the case. It's just a popular build in this meta.
When working on changes to Diablo II, you need to be so careful. This is a very special game.
It launched the entire Action RPG genre. It feels like wherever I go in life, I can ask
someone if they have played Diablo II before, and they not only say yes, but have incredibly
fond memories of playing it as a kid, a teenager or while at university. Diablo II is a common,
shared memory among all of us. And that's why it must be treated with the utmost care.
And it's very clear that the D2R team does deeply care about this. This is most clear
when you see how they have partitioned off the changes into a new era that you can choose on
a per-character basis. If at any point a change is made that hurts the game, players still have
the original pre-Reign of the Warlock era of Diablo 2 Resurrected available to enjoy forever.
I've seen people comment that various quality of life improvements in Reign of the Warlock
are "paygated" behind the purchase of this update. I suspect that the intent
wasn't about selling more copies, but about preserving a museum-piece baseline. To me,
those features being only available in the new era is the ultimate sign of respect to
the original game. The team seems fully aware of the care that needs to be taken around this
important piece of gaming history, and are treating it with the respect that it deserves.
So, Reign of the Warlock includes a new character class, but doesn't include substantial new
exploration content, like a new act for example. I think this may actually be a strategic mistake.
Now it may sound a bit rich of me to just wave my hand and inflict the expectation of dozens of
developer-years of work on their team. I'm fully aware of how much effort it takes to
produce an entirely new act for an Action RPG. It would take a year plus of development and
millions of dollars. But I feel this would very much have paid for itself several times over.
I suspect the most likely reason that this update didn't contain a new act is that the
extra year of development would push it out from being able to be released this month,
where Blizzard is celebrating the 35th anniversary of the company, the 30th
anniversary of the Diablo franchise, and doing the marketing for its new Diablo 4 expansion.
It may not have been possible, due to this timing, for them to consider
the dramatic increase in scope that a new act would entail for this update.
My issue with the update is that without an act, it essentially boils down to a new character
class, some quality of life features, and some new endgame content. But the quality of life features
and endgame content are only really relevant for enfranchised players who are actively playing
and will benefit from them. Most people don't re-engage with a game just because it now has
a materials stash tab or an uber variation of the ancients fight. They want new experiences from it.
A new act would pretty much have guaranteed that everyone who had a chance of re-engaging
with Diablo II would have purchased and played the update. Without new exploration content,
it's down to the Warlock to sell the update. But I have some concerns with
one of the aspects of how the Warlock was showcased at its announcement.
Several of my friends were hyped by the announcement stream and then immediately
found and watched additional videos that showcased late-game Warlock gameplay using
pinnacle runewords like Enigma. Getting to see the character dominate the game's hardest content
took away some of their desire to play. This is something that I learned the hard way with Path
of Exile. You want to show enough to interest people, but if you show everything, some people
may skip playing that update entirely because they have seen it all already. My recommendation is
to show the fantasy of the character, and a fair demonstration of its abilities, but to try as hard
as possible to encourage players to discover new end-game builds and their rewards by themselves.
Something interesting to consider with the Warlock is that it probably wasn’t
the result of someone sitting down and asking what class would be best to add to Diablo II.
It was simultaneously announced for Diablo 4, Diablo: Immortal and Diablo II. Because Diablo
4 is Blizzard’s current flagship Diablo product and is generating a lot more money than Diablo II,
it’s very likely that the priority was finding a class that fit in perfectly with Diablo 4 and
could essentially be ported to the other two games for marketing benefit. As someone who
cares deeply about every change to Diablo II being in its absolute best interest,
the idea of a class being added because it was in Diablo 4 did upset me a little.
But despite this, I think the Warlock class itself is cool. Thematically I
don’t have any concerns with it. It fits in with the world well and is fun to play.
I feel that the D2R team did a great job putting a D2 spin on the class.
Things like binding Demons really feel like Diablo 2 concepts, similar to Iron Golem and Revive, and
very likely wouldn’t be the way the class works in the other Diablo games which I appreciate.
However, the Warlock was very clearly designed with modern ARPG sensibilities and decades of
genre experience behind the team. As a result, it doesn’t really have many bad skills and that
makes it stand out when compared to Diablo II's other seven classes. This class is a
strong spellcaster, a strong summoner, and is strong at both ranged and melee combat.
It even has a teleport. It feels like it has been designed to appeal to everyone,
and because of that, it doesn't really feel like an actual Diablo II character class.
At the time of recording this, which is before any nerfs were done to the Warlock, its power
level is pretty high. People are even saying that the Spectral Throw build is stronger than a Mosaic
assassin. This is one of the difficulties when designing a new character class in isolation for a
game. Developers don’t want to risk undershooting its power level and having people hating it on
release, so it’s very tempting to aim a bit high with the power level. Unfortunately,
release day is when people have had the least time to actually solve the puzzle of boosting its
power using other game elements, so if it feels punchy on release day to give people a positive
first impression, then it’s probably really broken once built correctly a few weeks later.
Blizzard faces a difficult problem here, because one group of players rightly doesn’t like it when
certain builds are massively more powerful than other builds, as it makes them mandatory
for competitive players to play. Another group of players really hates the idea of their fun being
ruined by nerfs. They like a powerful character. So far, the D2R team has been very careful with
nerfs, which is sensible, but they are going to have to take a stance on the Warlock soon.
Some people have suggested buffing the legacy classes to be as powerful as the Warlock,
but this runs the risk of kicking off a live service power creep cycle, where class power
gets raised, making the game feel easy, so new harder content is added, and then a new update
comes out with even more power that is able to dominate that content, and the cycle repeats.
This is something that Diablo 2 hasn't had to deal with since version 1.10 in 2003, but if it's going
to start receiving continued updates then the developers will need to be very mindful of it.
One thing that was immediately disappointing to me was that Reign of the Warlock removes
the ability to switch to legacy graphics mode. One of the coolest things about
Diablo II Resurrected is that it allows you to toggle between the new remastered
graphics and the original legacy graphics. While its legacy mode somehow feels and
looks a bit worse than the original game did, it is very interesting being able to
see how faithful yet augmented the remastered graphics are, side by side with the original.
The original game used a 2d engine that had every frame of every animation, at every angle,
rendered out as separate 2d sprites. My understanding is that this was achieved by some
complicated custom tooling where they rendered out large spritesheets from 3d studio max.
This was made even more complex by the presence of attachments like helmets or weapons that had to be
layered onto the characters or monsters correctly. Properly re-creating this 25 year old pipeline and
getting it to generate compatible spritesheets would be a lot of work. A lot lot of work.
Allegedly when D2R launched in China, it didn't include the legacy graphics
option. This is likely because the art required culturalisation changes
and they were unable to easily apply those changes to the old graphics.
This suspicion was basically confirmed when Reign of the Warlock launched without legacy
graphics support either. Updating the old art, for the small percentage of users who
occasionally flick to it, would be an immense undertaking and probably not worth the effort
from a commercial point of view. While I would absolutely love to see how the
Warlock would look with 2000-era graphics, I don't blame them for removing the legacy
graphics option. At least it's still available in the original pre-Reign of the Warlock era
of D2R. This is why separating the game into eras makes sense. The current era is not held
back by having to conform to the technical requirements of the original 2d engine. So
while I was disappointed by this omission, I understand it, and am hopeful that it lets
them really flex their muscles with more graphical improvements in later updates.
Honestly, I found the announcement of Reign of the Warlock quite surreal. Seeing a few features
we designed for Path of Exile come full circle back into Diablo II felt like a huge honour,
regardless of where the inspiration was actually from. It made me feel that I
indirectly contributed a little bit back to my favourite game.
If you enjoyed this video, please like it and consider subscribing.
It helps a lot. Thanks very much, and see you next time!
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