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From Diablo II to Darkhaven: A Chat with Moon Beast Productions

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From Diablo II to Darkhaven: A Chat with Moon Beast Productions

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0:00

Hi, I'm Chris Wilson. Today I'm interviewing  Phil Shenk, Peter Hu, and Erich Schaefer from  

0:05

Moon Beast Productions. These three gentlemen  were instrumental in creating Diablo II and its  

0:10

expansion pack, Lord of Destruction, and are now  working on a new action RPG called Darkhaven. It's  

0:15

great to chat with you guys. Could you introduce  yourselves, explain what your roles were on  

0:18

Diablo II and LoD, and what other games you've  worked on, and what your role is on Darkhaven?

0:25

Sure, I'll give it a start. Erich Schaefer. You  guys probably know me from Diablo primarily. I  

0:33

started Condor, which became Blizzard North  with my brother and David Brevik. We made  

0:38

Diablo Diablo II and after that I left  with these guys, and a bunch of others,  

0:46

to start Flagship Studios. We made Hellgate:  London. I take full responsibility for crashing  

0:52

that spectacularly. After that though, I think  I kind of recovered. Peter and I, and a couple  

0:58

others started Runic Games. We made the Torchlight  series, or Torchlight I and II. I always seem to  

1:04

leave after number two, I guess.After  that, I made a couple of space games,  

1:10

Rebel Galaxy and Rebel Galaxy Outlaw, and now I  find myself here with these guys making Darkhaven.

1:18

Phil Shenk, CEO of Moon Beast. Erich sort of gave  the introduction to what the three of us have done  

1:26

together. I met both of these guys at Blizzard  North on Diablo II. I specifically came there  

1:34

to work on Diablo II. Diablo I was a life-changing  experience, and I really, really wanted to get the  

1:41

chance to work on Diablo II, and then I actually  left Blizzard for a while and went to work at a  

1:48

company called Wild Tangent doing 3D web games  before 3D was a thing on the internet, and then  

1:56

came back for about a year before we left and did  Flagship Studios. And then after Flagship Studios,  

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I did a couple of my own companies. I had a  company called Gravity Bear and we were doing  

2:11

web games again. Did a small 3D web game called  Battle Punks. We sold that company - I sold that  

2:19

company to Kabam and then did some mobile games  for a while. Got to do the whole large startup  

2:25

experience and see Kabam's trajectory. Worked  on a ARPG there for mobile called Spirit Lords,  

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that unfortunately didn't really do very well. It  was critically well-received and fans liked it,  

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but it wasn't making enough money, it was  a free-to-play game.So we shut that down,  

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and then I did another company with some folks  from Kabam doing VR work. So, I feel like I've  

2:49

done a lot of small startups and a couple of  big things, mostly with these two, and then  

2:55

Peter and I joined up to start Moon Beast a while  ago, a number of years ago, to make ARPGs again.

3:03

So on Darkhaven I stand in as Art  Director, although I don't really  

3:07

do too much art anymore. At Blizzard North  I was Lead Artist on the character side,  

3:12

did a lot of the cinematics work, you know,  was really very hands-on, built, animated,  

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textured, the Amazon and the Necromancer, did  a lot of the monsters for Diablo II, Andariel,  

3:26

ton of the monsters, especially on Act 1 and Act  2, and then moved on to do the expansion pack, but  

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I haven't done art in years and years and years,  But I can talk art, so I stand in as Art Director  

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and then do a lot of the business development  and fundraising and high level design stuff.

3:43

Hey Chris, thanks for having us on your show. I’m  Peter Hu. I'm an Engineer that dabbles in design.  

3:51

I ended up doing a lot of different things on  Diablo II. I worked on every single system I  

3:56

think, except for audio.One of my major roles was  probably optimisation. A little bit of client side  

4:02

optimisation, a lot of server side optimisation.  Getting D2 to run 1k players on a box with, like,  

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100 mobs per player and nearly as many missiles  was a pretty challenging task on Y2K hardware,  

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but I think I did that really well. Blizzard  was able to keep that game going for 25 decades,  

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you know, without feeling a need to  take it down due to costs, so yeah,  

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that was really fun. After Blizzard I didn't  quite join Flagship when it was first founded,  

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though I was considered a founder. I stayed  on to finish the last patch I was working on,  

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but then left to do Hellgate: London where I  was the Technical Director. After that, I formed  

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Runic Games with Max, and Erich, and Travis, did  Torchlight I and II. I was a Principal Engineer  

4:59

on Marvel Heroes Online and Design Lead for that  as well. That was with Dave Brevik and eventually  

5:07

that shut down. I started a little company to  make an indie CCG which I mentioned at the very  

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beginning that's called Mythgard with Brian Bazik  who was one of the great engineers I met while  

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working at Gazillion. So we did that, and after  that I hooked up with Phil to make Darkhaven.

5:27

Nice. Great to see you guys. Erich,  what is your role at Moon Beast?

5:34

My role is always sort of Lead Design. I  like to think of myself as lead QA, too,  

5:41

because I constantly test and report  probably the most bugs on every game  

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I've ever worked on, but so I've always  been a designer and I'm Lead Design here,  

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too. Although Peter short sells himself, Phil,  too. These guys are really good designers,  

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and that's what I did on Diablo, Diablo  II, Torchlight, Hellgate, all these things.  

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I used to do art like in Diablo 1, I did all the  environment art, I did all the UI stuff. That's  

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just because we were a really tiny team and I  was, I guess, the most capable of a bunch of  

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us who had no idea what we were doing at that  kind of stuff. Diablo II though we got Phil,  

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we got a bunch of really good artists on that  and so, I turned into pure design after that.

6:29

Nice. Is it hard to fill the shoes of Diablo  II? Are you worried that people have, like,  

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impossibly high expectations for  Darkhaven because of your history  

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of working on such impressive games in the past?

6:40

Yeah, absolutely. I mean, that's kind of been my  whole career in a way, you know, always chasing  

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Diablo II. I gave up for a while, you know, with  the space games. I said, I'm just going to make  

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small games, that reach a small audience, although  here with Darkhaven, I figured this is a great  

6:58

shot again for a big success, but it's impossible  really to chase Diablo because, again 25 years. I  

7:07

think Peter said 25 decades, which I think maybe  it might actually last that long. To have a game  

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that lasts that you can still play, and still  people make content, and stream for 25 years,  

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that's unlikely going to happen again in my  career. So yeah, sort of always under the shadow,  

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but at the same time, it's a cool accomplishment  and people all know it, so I'm happy about it.

7:32

Fair. Well, speaking about new  content, I mean, as you guys know,  

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Blizzard surprised us with the release  of that big update to Diablo II, like,  

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a couple of weeks ago with a new character class  and everything, adding a new character class  

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a quarter of a century since you guys added  the last ones. How does it feel for you guys  

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that a game that you worked on so long ago  is experiencing a resurgence these days?

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I mean, it makes me really proud  that it's still happening. I mean,  

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it also makes me wish I still had control over the  property and I was benefiting from these things,  

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but, I think it's really cool. I have not  played, myself. I've been too busy right now,  

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but I've been watching some streams  and people are having a good time,  

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and I just love the idea that this  game is still being played so widely.

8:16

Fair enough, and Peter, you were working on  Diablo II updates basically single-handedly  

8:20

for a while, so how do you feel about  this update that they've put together?

8:26

Man, I want to pass on that. Really, it's  something that I haven't really processed yet,  

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you know? I'm working night and day  on Darkhaven, and I see this happen,  

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and there's a lot of emotions, a lot  of things going through my head, but  

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kind of, I have to put that aside, just  to keep going on what we're doing. So,  

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it does feel cool. I mean, you know, obviously,  we had a hand in making Diablo what it was, and,  

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it's great to see that people still love  it and play it, but, you know, in terms of  

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the specifics of like the Warlock and everything  they've done, I think I still need to just like,  

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sit back someday and actually play it before I can  have anything intelligible to say about the thing.

9:10

Hopefully, once things calm down  a bit, you know, with Darkhaven,  

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you'll have a chance that you can stop and  play some other games and check it out.

9:18

I haven't played it either. I remember  back at Diablo II days, you know,  

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the thought of doing another class was a  really, really big event when we decided  

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to do the expansion pack, and like,  what those classes were going to be,  

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and coming up with the Assassin and the Druid.  There's so much, especially as a character artist,  

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there's so much creative expression that was  available back then, when we were working on  

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the classes,you know, like, the Assassin was  a specific thing I wanted to do because I was  

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really into the kung fu movies, and kind  of chi power, psychic power kind of stuff.  

10:03

But you touched on recently, everybody wants an  act, you know, and I hadn't even considered an  

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act, like, classes have become one way that ARPGs  easily produce more content, like, we're doing a  

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new class, right? So that's kind of a common thing  that people see, and even new act content, too,  

10:24

but, the thought of Diablo II getting a new act  kind of blew my mind when you said that, because,  

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I've always considered it as like, there's no way  you could ever do that. How would you retcon all  

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the lore that's happened since then? You know,  where would it be? Would it be in a location  

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that Diablo III or Diablo IV has already fleshed  out? But that kind of got me thinking like, wow,  

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that would be incredible for Diablo II. But yeah,  I maybe have a little less feelings about it,  

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because I worked on the expansion pack to get it  started, and then I left, and it was super, super  

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bittersweet and painful when that came out because  I just felt like, man, I wish I could have been  

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there for a part of it, and I left voluntarily,  but I still sort of really had my heart in it,  

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and maybe that's where I made peace with, well,  Diablo II is just going to be whatever it is. So  

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I'm just anxious to play it. I think it's really  cool, I think, just having a new way to experience  

11:29

Diablo II. I'm not a hardcore player though, so  I'll just be casually bopping through the world.

11:35

I can understand from your point of view where you  guys made Diablo II, you had a story you wanted  

11:39

to tell, you had content you want to make. You  delivered that, and then the idea of me saying,  

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"Oh, they could add another Act." Is your thinking  "Well, you know, the game was meant to have this  

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much content. What do you mean just add another  Act?” I think it's because, due to my live service  

11:52

history with Path of Exile, adding another act  is exactly what we would do, and so, you know,  

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I think of games as perpetually expanding them,  which, I mean more recently my thoughts have  

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matured on this a little bit, that there is a lot  of value to planning and scoping something out,  

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putting it in a box, and saying this is a complete  product with intention behind it, and that's why I  

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quite respect Diablo II for its current size. It  doesn't have too much of anything, which I like  

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quite a lot of. And I guess this is an interesting  thing you guys will have to think about with,  

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you know, with Darkhaven as it gets  really popular, the extent to which,  

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you know, you intentionally  expand the scope of the core game,  

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and how you handle players' ongoing,  you know, requirements for more content.

12:33

Yeah, for me it's my first opportunity to  really do that. All the games I've made,  

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we sort of put them in a box and let them go like  you're saying. I think, even though I wanted to  

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keep going with the Torchlight II, the rest of  the team didn't, so I didn't get a chance - we  

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didn't get a chance to keep improving, and  iterating on the game, so I'm excited to do  

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that with Darkhaven, but yeah, I missed out on  that before. I'm sure it's its own nightmare,  

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which you're familiar with, and so I'll see how  that plays out, but I like the idea right now.

13:09

Yeah, there's a lot to unpack with that stuff,  but it's, you know, it's rewarding because it  

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means that you - it's like making new games  all the time. You get to work on something,  

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release it, work on something, and release  it, and that's a very different feeling than  

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working on something for five or seven  years before anyone gets to see it.

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Right. Yeah, and I think for me, we always put so  much work into these systems, the combat systems,  

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and the economies, and the UI,UX, and  then to just kind of toss it out and say,  

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"Okay, what's the next game? Let's  start from scratch." I was like,  

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"But we've got these cool systems. They  can just be iterated on for a long time,  

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let's just work with it." So, I like the idea  of, the systems live on if we support it.

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Yeah, the impression I get with the  work you're doing on Darkhaven is  

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that it's setting it up so that you can  modularly add new content later. Like,  

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you've spoken about modding tools and so on,  and I imagine that not only benefits you guys  

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as developers working on the game, making  it really easy to add content now and later,  

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but it also benefits the community if  they want to add content in the same way.

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Yeah, I think we're also trying some crazy  new stuff with the terrain deformation,  

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and the altitude and stuff. So, we're putting  a lot of work into getting the systems solid,  

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the building blocks all made, and  I feel like we're in good stead to  

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just start dumping in content once we  cross a couple more milestones here.

14:37

That's awesome. Well, I have a couple more  questions about Diablo II, mostly to satiate my,  

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you know, passion for hearing about how it was  made. One of the topics I'm really interested  

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in actually is that, because Diablo II was a 2D  game, you had to render out these sprite sheets  

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for everything in the game, and pretty much like  every angle of every frame of every animation,  

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and this would have only got more complicated due  to like, you know, stuff attached to characters,  

15:03

helmets and pauldrons, and that kind of  stuff, and I was wondering like, you know,  

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I can imagine from my point of view what  it would have been like to work on that,  

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but you guys actually lived  through this. So, I was wondering,  

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what are the biggest production bottlenecks  in that workflow and like, now that you're  

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working in modern 3D with Darkhaven, how  does that make it easier, or even harder?

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Yeah, I remember rendering out not only the cells  from each direction of the of the characters,  

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but we had to then hand cut them up, so  that the arms would be in the right place,  

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the arms and the weapon would be in the right  place versus the other little pieces, and it was a  

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nightmare of just these, giant sheets of multiple  little pieces. It wasn't just the whole guy,  

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you know, we'd have to cut off the arms, cut  off the head, kind of reattach them onto this,  

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all by hand at first, and that was mostly me just  kind of figuring it out how to do it at first,  

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organising them in Photoshop. I'd make little  errors that would screw up the whole thing,  

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but then we got some decent tools to make it  happen, and then we hired a friend of mine,  

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Chris Root, to actually do all that work behind  the scenes, but it took a lot, a lot, a lot  

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of work, and it was just a lot of manpower, and  that it was always touchy, where it wasn't quite  

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working out, we'd have to redo it, rerender out  these sheets. So, it's a whole new world today.  

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I can't speak too much of the process anymore  because again, I've gotten out of the art side  

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of things, and just into the design, but it  seems like things happen a lot faster nowadays.

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I mean, the Diablo II what Erich's talking  about was probably more Diablo I by the time  

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I got there. I mean, that was, I lived that for  three years, and you know, we weren't dealing  

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with individual sprite sheets by that point, we  had file formats that would pack them into a,  

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you know, we never dealt with the sprite sheets.  We had a tool where you would render it out. There  

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was a plugin inside of 3D Studio Max that  would render it out to this 24-bit format,  

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and then there was an offline process that would  come up with an optimal palette from the 24-bit  

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source art, and re-render it as an 8-bit game  file, and it was a sprite sheet behind the scenes,  

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but we had a viewer so we could look at each  individual part for each frame of every angle,  

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and the hand work that we had to do,  was for every frame of every angle,  

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we had to order all the components for each  character. So we'd have the right and left hands  

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which included the weapons, and we have the arms,  the shoulder pads, the pauldrons, the torso,  

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the legs, I think the legs were just one piece,  we had the head, and then there were a couple  

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little add-on bits that we added here and there,  and we could copy like the ordering, you know,  

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so you'd kind of set the order for one direction,  and then just paste it for the whole animation,  

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and then play back through it, and like if the  hand went behind, you'd have to flip the hand  

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behind here. There was a lot of, you know, that  didn't always work because you'd have a component  

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that should be in the front, and behind, so, we  had a mat material also that we could put on, say,  

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the head, and when the hand would go behind the  head, it would just make that hand disappear for  

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that frame. And it didn't always perfectly line  up because the head could be different sizes,  

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so, you know, if you really looked at the art  closely, you could probably see places where it  

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was overlapping, but everything was moving really  quickly, so you didn't really get to see it. But I  

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remember thinking, even at the time, that this is  probably the last and most complicated sprite 2D  

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game that's ever going to be made, because it felt  like there was no way we could push the technology  

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any further than what we were pushing it, and  the file sizes were getting really significant,  

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like, one character would be like, 150  megabytes, which was huge back then,  

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you know. So, we were trying to figure out  how many CDROMs we could ship it on, you know,  

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and we had the Act that would take up  a lot of the artwork, too, but, yeah,  

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it was cool to figure that out, but it was a lot  of work. If we ever wanted to add, I mean, that  

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was the limitation. That's why we could only have  three sets of armor, and we would just mix and  

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match the pieces of each armor for the inventory  item, and we did palletisation. Yeah, it was  

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easily the most complicated, well, I don't know,  maybe there were more complicated sprite games.

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But we came up with the whole scheme as kind of,  

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trial and error. We had to invent  it, you know, there were no…

19:57

Yeah. Yeah. Some of that was in place when I  got there, and, you know, I was the only one  

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who knew 3D Studio Max at the point, so that's  kind of why I became de facto Lead Artist,  

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because I was sort of teaching people how  to use Character Studio, and 3D Studio Max,  

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and those tools were developing, you know, as  we were working. The Amazon was already partly  

20:25

made when I got there, but the Corrupt Rogues  were actually the first character that was put  

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through this whole pipeline, and they were  kind of the test bed for this all working,  

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you know, and they were overengineered,  the Corrupt Rogues. They had, you know,  

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they themselves had three different armor  sets. They had the light, medium and heavy,  

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you know, tentacle levels, and they also  had all their weapons. Spent a long,  

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long time just on the Corrupt Rogues, but then,  you know, we knew that the Amazon was ready to go.

20:56

What Phil said actually reminded me of a small  tidbit that might, you know, you might find  

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interesting. So, I think Diablo II shipped  on six CDs, something like that. It was big,  

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right? It was actually costly to manufacture,  but what we ended up doing in order to fit all  

21:12

of that art onto the six CDs is, we lowered  the quality of all of the characters. Like we  

21:20

compressed them all, and so we actually had  high-res versions of all of the characters,  

21:26

like higher res, higher colour fidelity,  and I don't think we ever shipped it,  

21:31

and I believe it was completely lost to time  like you know sitting in a junkyard somewhere.

21:36

Yeah, there were 24-bit source files,  there were DH5s, which was the 24-bit ones,  

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and then DC5s, which were, I don't know  what that stood for, and then we did a  

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16-bit version. Was that the expansion  pack that had the 16-bit rendering? Or,  

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that was only in the 3D? The  3D was rendering it in 16 bit.

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What I'm saying is, that we  actually cut it down from there,  

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like at the very end, just  to fit it all on the CDs.

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It wasn't even 8-bit sprites at that point?

22:05

No, not even 8-bit.

22:08

That is fascinating. I have a hundred questions  about this, and I mean, even the palletisation  

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stuff, like, my understanding with Diablo II is  that you had a pallet per Act. When I forced a  

22:20

Diablo II client between Acts, I noticed the  pallet is scrambled for the terrain stuff,  

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but it's consistent for characters, and  inventory and so on, so that means you  

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would have had to have some budget out of  your 256 colours to allocate to environment,  

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and the math required to like, work that  out correctly, and then like the stuff it  

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restricts you from doing in a given Act, like  if you've got a very yellow and brown Act II,  

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you couldn't have a pink area because there's  just no palette budget available for it.

22:45

There was reserved areas for characters, reserved  areas for UI, and reserved areas for background,  

22:50

and they could borrow, and at several points  along the way, I mean, it was really cool the way  

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that - I guess it was mostly Dave that set this up  - is that, if we ever added a lot of new content,  

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the backgrounds were usually this way, because  when we'd start an Act we didn't have anything,  

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you know, there wasn't anything to palletise,  right? So, they would go ahead and build out  

23:15

Lut Gholein and build out, you know, a lot of Act  II, and then we would do a repalettisation. So,  

23:21

we just run it through all the 24-bit sources,  and it would come up with a new optimised palette,  

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and we could lock certain colours, I think, you  know, like don't change these, you know, like for  

23:33

the UI for sure, you know, and for the characters.  But I think even then, we could, and want to make  

23:38

sure you have a ramp because we're doing lighting,  right? So, you're not only trying to reserve  

23:42

the colours, but you're trying to reserve enough  values for each colour, so that there was a ramp,  

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you know, and you could light it or at least  approximate the lighting, but sometimes we’d  

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do that palette and everything would look kind  of weird, and it's like, okay, we’ve got to get  

23:56

in there and figure out how to artificially give  it more of this colour,or less of this colour,  

24:01

so it doesn't overindex for a certain thing  or, you know, there's a really important like  

24:06

red or something in the environment, and it  wasn't really in the source very far, so we  

24:11

have to specifically say like, carve out this  red so that, you know, that's going to show up.

24:18

Yeah, I remember explicitly saying “Hey we got to  have some reds to get the blood to show up right”.  

24:25

I guess it probably needed it for the mana ball  too. I think that was Mike O’Brien from Blizzard,  

24:30

you know, went on to Arena.net and everything,  he came up with the palette scheme,  

24:35

this idea of how he could do a dynamic  palette based on the levels we'd made. It  

24:41

took him a little while to sell us, but then we  had to iterate with him to reserve these ramps,  

24:47

and for the character stuff. It was a  neat process, and it came out really,  

24:52

really good because the game looks a  lot richer than just an 8-bit game.

24:59

Steven Woo actually ended up implementing it  for Diablo 2, after consulting with Mike. Yeah.

25:04

What I'm noticing here is that in Diablo  II, you broke significant technical ground,  

25:09

like with Battle.net as well, right? Like there's,  you know, the random level generation, pretty much  

25:12

every area of the game was years ahead of the  competition, which is why the game is, you know,  

25:17

so crazily impactful, but I'm noticing that on  Darkhaven, you're also taking on hard technical  

25:23

challenges, right? Like the terrain destruction  stuff. I mean, that's not easy, you know? Like,  

25:28

Minecraft made billions from doing that, you know,  and then popularising it, and it was a very hard  

25:33

technical challenge, and you know, you're rolling  that into like, what people may not understand  

25:38

when they're evaluating this is, okay cool making,  you know, terrain destruction is hard, but then  

25:43

doing it in a consistent multiplayer environment,  like this stuff needs to be serialised, like,  

25:48

it's got to be represented in memory, you've  got a huge world, you're changing parts of it,  

25:51

there's all this stuff here, and like, you're  taking on incredibly hard technical challenges  

25:56

so that you can have a game that's years ahead  of the competition. Is this intentional? Like,  

26:00

is it your game plan of just solve all  the hard stuff like no one else can do?

26:05

I mean, I think it's just something  naturally that we try to do based off  

26:09

of what we want to do for the game, right?  Like we get all these ideas and we're like,  

26:13

how do you implement it? How do you make it  happen? Darkhaven actually has a completely  

26:17

different network infrastructure and architecture  than we've ever used before in an ARPG,  

26:23

and there's so much more, like people being  able to edit online, live, collaboratively,  

26:29

worlds. I mean, I don't think anyone's  doing that, but it's just so fun to like,  

26:33

think of these systems and implement  them, so, yeah, and they add to the game.

26:40

We don't try to make it hard on ourselves, but we  have. I think it's just the fun of the challenge  

26:46

to keep development fresh. I mean, I'm getting to  be an old guy, but I still, every day, you know,  

26:53

just love to think about what we're going to  tinker on, how we're going to make these things  

26:56

work. So, I think it kind of, has to be complex  for me to be really interested in working on it,  

27:04

and then Peter obviously loves this  stuff, too, so, we have a great time.

27:10

When we started, I remember, you know, Peter  talking about what he wanted to do on the engine  

27:16

side of it, and it was a very specific decision  to make it, it’s effectively a 2D engine really,  

27:24

like we have heights, but you know,  everything is on a grid, and I mean,  

27:30

Peter would be the guy to explain it, but the way  I understand the way he explained it to me is, you  

27:36

get vastly more efficient servers that way, you  know, because we're really not, it's not like a  

27:45

3D world where you have to track the XYZ position  of of everything and, you know, the server isn't  

27:52

running Unity at all, you know, it doesn't know  anything, it doesn't even know it's a 3D world, it  

27:56

just knows that it's a grid, and things are moving  on the grid, and you have a position on the grid.

28:00

No, that's all wrong now. That's not what we're  doing. No, no, no. We're not doing that. It's 3D.

28:08

Well, why can't you go over things then?

28:11

Oh, I mean, there's limitations on the path  finding that we haven't implemented yet in  

28:15

terms of, you know, pathing in 3D can be  hard, right? And so, we haven't done that,  

28:20

and there's aspects of it that are a little  bit 2D, but the world itself is fully 3D, like,  

28:25

we track everything in 3D. All of the terrain is  tracked. You can jump over missiles and, you know,  

28:32

we track like, what you hit where, and  so it's pretty much a full 3D engine.

28:37

Okay.

28:38

With like a couple of limitations that  

28:39

we're probably going to solve  before the end of the project.

28:43

Now Peter, correct me. I'm with Phil. I kind of  think of it as, do we get efficiency or something?  

28:52

Don't we do like, oh for each xy position  in the world, isn't there a stack of like,  

28:58

eight types of rock, and then four  types of dirt. Is there an efficiency?

29:04

It's not like that, no. It's really funny  that we're talking about this now, but,  

29:09

yeah I mean, we can have unlimited different types  of strata like, stacked on top of each other,  

29:13

and we track all of it. There's efficiency like,  for an isometric game primarily, and also just in  

29:21

terms of human like, visualisation of the world,  right? Like in terms of spatial partitioning,  

29:26

there's definitely efficiencies you get in  terms of like, we're not making a space game,  

29:32

right? We're not like, spaceships aren't like, in  every single possible direction from each other in  

29:39

full 3D, or whatever, so like, the world itself  like, we encode it in a way that is optimised  

29:45

for like, sort of an isometric experience,  like a real world on the ground experience,  

29:50

right? There's certain optimisations in  how we represent the world in that regard,  

29:56

and we take advantage of that, but that doesn't  mean that the actual representation of the world  

30:00

isn't full 3D, and the servers are doing  all of the 3D math that makes that happen.

30:08

The explanation Phil gave of his  impression of how it worked is like,  

30:11

basically exactly how it works in say Path  of Exile, as an evolution of, you know,  

30:15

the way it works in Diablo II. So that would  have been my guess as well, as to how it worked,  

30:19

except behind the scenes you added a third  dimension, you know. Yeah, I am impressed at  

30:26

the amount of technical challenge that you're  undertaking because, the work you've done  

30:29

there in order to properly represent the 3D,  will, once you get 3D pathfinding and stuff,  

30:33

probably let you do some really cool stuff that  a lot of other action RPGs just don't allow.

30:41

And just the real-time nature of it is really  cool, too. We didn't actually start off wanting to  

30:47

make the game like deformable terrain. We started  off wanting to make an editor, an online editor,  

30:54

where you could edit the terrain the same way  you would in like, Warcraft 3 or Starcraft,  

30:58

you know, any of those editors, like the most  recent editors that, you know, but Erich got  

31:03

there and he was like, well, why can't I do this  stuff? I mean, I'm doing it in real time in the  

31:08

editor anyway. Why can't I just do it in the  game? And so we just started pushing the game,  

31:12

and it was really cool. I think, it's not like,  finely tuned yet, right? Like there's definitely  

31:18

people where it's like, "Oh, this is a little  bit janky, but you know, it's the very beginning  

31:22

of the game in that respect, and we have a lot of  time to polish it up until it's just really good."

31:28

Yeah, I've been impressed with the bones. I  played an early version of the demo last year that  

31:33

Phil shared with me, and the bones that it has in  terms of technical underpinnings and capabilities  

31:38

were very impressive. Obviously, most people  don't see game demos that early, like, normally,  

31:44

you know, in a regular game development  cycle, company will like, you know,  

31:47

sit on its secrets, and polish the thing to  be very consumable before people play it, so,  

31:51

this is a great opportunity for the public  to see a game that's at a much earlier stage  

31:56

in its development than they otherwise would see,  which is a really cool insight that they get, but,  

32:01

yeah I greatly enjoyed my time with the demo, and  actually, credit to Erich here as well that, the  

32:07

thing that hooked me in was the Diablo-II-isation  of the item system, or the remnants of that,  

32:13

you know shone through. I felt when I was playing  it “Wow this like feels like home in terms of  

32:17

itemisation” and that wasn't something I was  expecting, because, normally when people share  

32:22

demos of action RPGs with me I'm so picky,  you know, about that kind of stuff that I,  

32:27

only have a hundred bits of criticism about  itemisation and various other feel factors,  

32:31

but in this case like, you know, we could tell  that you were involved which is very cool.

32:37

Thanks for saying that, but really Peter deserves  the credit here on the itemisation. I mean,  

32:42

we talk about it a lot and I offer my opinion on  a lot of things, but he started the systems, sold  

32:50

me on them when I didn't agree, I wanted to push  it in the ways I usually think about these things,  

32:54

but this is the first game where I would say I'm  not leading the itemisation and it's Peter's baby.

32:59

Well great job, Peter!

33:02

I agree. He's doing an excellent job, and again,  

33:06

just laying the groundwork for where we go from  here. We're in great shape in that respect.

33:11

That's cool. Yeah, I have noticed,  Peter, that you've been talking a  

33:13

lot about itemisation on the Reddit post you  made. So, I should have inferred that, but I  

33:18

assumed from Erich handling a lot of that on  Diablo II, that it was his hand at work there.

33:23

I mean, his hand's definitely in it  because he's constantly giving feedback,  

33:27

right? and tuning like, that's his superpower is  constantly playing the game over and over again,  

33:32

and fine-tuning the things. So  even though I might have designed  

33:36

some of the systems early on, they're  fine-tuned by Erich in a lot of ways.

33:40

Yeah, fair enough. I actually have a question for  you, Peter, going back to Diablo II stuff very  

33:45

slightly. My understanding is that you were  primarily the driving force behind the 1.10  

33:49

patch for Diablo II. I mean, I've heard people  describe it to me as like, you know, you're the  

33:54

sole person sitting there writing it yourself,  but I understand there probably would have been  

33:56

other support infrastructure within Blizzard.  As a really active 1.09 player at the time,  

34:02

the idea of getting such a substantial update  for Diablo II released was a huge deal to me and  

34:08

my friends. Like, the fact that 1.10 was being  made was just this extra gift that we received,  

34:12

and we kind of got it out of nowhere, and so,  there's a lot of players who would want to like,  

34:16

personally thank you for delivering that  update, but do you have any like, you know,  

34:20

a brief story about like how it came about?  Like what was happening behind the scenes then?

34:25

I mean, there's also players that would want to  kick me for that update, but yeah, I know it's  

34:33

a mixed bag. I was actually pretty much the  only developer working on any of the patches  

34:38

after 1.07, which was the LoD patch. Pretty much  we had crunched, just like, I was working 100 hour  

34:48

weeks for years, just to get D2 and LoD out the  door, and I don't think anyone had much appetite  

34:57

to continue working on it, except for me, and  so yeah, I mean I just loved the thing, and kept  

35:06

working, and wanted to see it being supported. I  was still new at the time, in some ways, and so I  

35:16

made mistakes in the 1.10 design that I wouldn't  repeat, like I know like, you know, some of the  

35:23

Runewords weren't well balanced, and you know,  synergies were probably a mistake in many ways,  

35:30

but you know, it was a different time, like, there  was no QA. I pretty much got Julian Love and Wyatt  

35:37

Chang to play whatever I did because they were  new, and I knew they were hardcore D2 players,  

35:42

so I was just like, "Hey, try this out, you know,  give me some feedback." And yeah, I mean, it was  

35:49

a weird process. I think at the time I had sort  of established myself as someone that, you know,  

35:57

Dave, Max, and Erich could at least trust a little  bit, and they gave me free reign to do what I  

36:03

want, and what I wanted to do was at least half my  time spent on supporting D2, and so that's what I  

36:12

did. Yeah, and I really wanted D2 to be moddable.  I really saw a lot in Warcraft, and Starcraft,  

36:21

and how custom games kept those franchises going.  So, I made a lot of changes to make that happen,  

36:26

and, yeah, it's weird. There's no PTRs. There was  a lot less support infrastructure than you would  

36:34

think. I think I had Mike, Matt Householder, and  Christian Archie supporting me as Producers on it,  

36:42

but yeah, and of course there's the Battle.net  team. I didn't do everything. Brian Fitzgerald,  

36:47

who's on our team now at Darkhaven and was  like, Director of Technology at Blizzard  

36:52

from almost like, original Warcraft  to Overwatch, was supporting me a lot  

37:00

from,sort of the Battle.net side of just the  database type stuff. I think he implemented like,  

37:06

the Rust Storm and things like that, so yeah. But  it was weird because I was halfway through 1.10  

37:15

when Dave, Max, and Erich just came in, called  the studio meeting, said that they were leaving,  

37:21

and it was just like, that day like, right after  they gave that speech to the studio and everyone  

37:27

was in shock. I just went up and I said, you  know, I'm going with you. Whatever you guys do,  

37:32

you know, just take me with you. But I still had  to finish 1.10 and I didn't want to leave like,  

37:37

the community that I've been communicating  with the whole time. I didn't want to like,  

37:42

leave without giving them you know what we  talked about, and so I ended up staying like,  

37:49

I think at least six months to just finish 1.10.  I don't think my heart was in it at the time,  

37:54

but it was just something like, I  felt I had to do, and then you know,  

37:59

as soon as that thing shipped I was out the  door, and joined Flagship to make Helllgate.

38:04

Given that 1.10 opened the doors to so  much modding capability for Diablo II,  

38:09

and how over the last 20 years between now  and then, much of the community's enjoyment of  

38:14

Diablo II has been through mods, I think the  work you put in there was very appreciated,  

38:18

even if, you know, you feel that some of the  Runewords or synergies weren't quite perfect,  

38:22

the, you know, 90% of people's play time in  terms of the enduring legacy of the game has  

38:26

been in the wide variety of mods that you  enabled, so, that was a decision that really  

38:30

helped the action RPG genre, right? Like a lot  of stuff is innovated through mods, and that's,  

38:35

I guess a good segue into the modding stuff with  Darkhaven, because you've been quite outspoken  

38:39

that that's a thing that's very important to your  team. I guess to what extent did you learning  

38:44

about facilitating modding with Diablo II, help  the way you've structured it with Darkhaven?

38:51

Actually, not too much. I mean, Diablo II wasn't  meant to be modded, and so, anything I did for  

38:58

patch 1.10 was really just like hacking it in, in  many ways, you know, I learned a lot more about  

39:04

modding actually from paying attention to Warcraft  and Starcraft, which were, you know, built to be  

39:10

modded, and so I think a lot of our decisions  around how to make things moddable probably draw  

39:19

more inspiration from those games, than they do  Diablo II. I think Diablo II does have one part  

39:25

to play, which is that the database of items and  skills and monsters is enormous compared to what  

39:30

you would normally see in a Starcraft or Warcraft  mod, or like at least a typical one, and some of  

39:38

the mods, like, there are mods out there for  D2 that have like well over a million recipes,  

39:43

like for cube recipes, right? So it's like, that  part of it in terms of being able to support like,  

39:51

data manipulation for modders, being able to  wrangle that much data, I think is something  

39:58

that we've learned from D2, and want to be  able to support, you know, with Darkhaven.

40:05

With regard to the way that modding works and,  this is going to be a little bit complicated,  

40:09

you guys will have to explain to me. So, my  understanding is the multiplayer model in  

40:14

Darkhaven is that there are large shards that  you can play on publicly for players who want  

40:20

to have bustling, you know, interaction with  other players, but that an individual player,  

40:24

or, streamer, or community, can run their own  shard, and these shards are all hosted on your  

40:29

authoritative servers to prevent cheating. So  it's not like I can run it on my computer and  

40:33

fiddle with the memory and that kind of  stuff, and so you have server authority,  

40:36

but it's split into several different  independent games, and those games could  

40:42

have separate rules. Does this mean that  you can run a mod as one of the shards?

40:47

Yeah. I mean, that's why we let people mod online,  you know, so that they can mod our servers,  

40:54

which is actually an insane thing if you think  about it, like, just the implications of that,  

40:59

and the technical challenges that we have to  solve to allow that to happen is pretty crazy,  

41:04

but yeah, I mean, we want people to be able  to create persistent online mods of Darkhaven,  

41:10

run them, and let people actually network  mods together, work on mods collaboratively,  

41:18

let characters travel between mods, if the  operators of the mods, or the admins of the mods,  

41:23

or the mod servers, or whatever you  want to call, it allow, and, yeah.

41:30

I have a lot of technical and business questions  about this. It's quite unique. Like I get,  

41:35

you know, games like Minecraft, for example, have  modding and so on, but Minecraft servers aren't  

41:39

run authoritatively by a trusted developer.  They're run just on random Linux machines  

41:43

that kids have spooled up on the internet,  which means that there could be hacking and  

41:47

duping and stuff like that, that, you know, isn't  policed as well as you guys will be able to do,  

41:52

and I firmly believe that an important  thing, the thing that's very important  

41:56

to many Action RPG players is playing on an  economy which validates progress, right? Like,  

42:01

you know you want to be there for when an economy  starts and push really hard to get the good items  

42:05

and get the levels before other people, knowing  that the server is validating the fact you didn't  

42:09

cheat to do that. We see this with Diablo,  and Path of Exile like, ladder resets where,  

42:14

you get a lot of people turning up to  play because they get to demonstrate their  

42:19

mastery of the game, and skill at it, in an  environment where they couldn't just fake that,  

42:24

and so doing this on the server of course  is the correct way to do it I feel. Now,  

42:31

there's a lot of questions here, right? Like, I  mean, there's business questions about how, like,  

42:35

for example, you know, are you monetising mods?  Is this a thing where like creators who have mods  

42:40

are going to get a share of that money? And if  so, you know, are you covering the server costs  

42:45

of running these mods? What if the mods consume  a lot of resources? You know, if I make a mod  

42:49

that spawns a million zombies, what's policing  that? You know, there's so many questions here.

42:54

Yeah. So already, you know, we have like, a  basic editor that ships with the demo. So you  

43:00

can actually go in, check it out. People have  spawned like a hundred instances of the boss,  

43:05

like Narlathak is the boss, has the most  complicated AI, you know, the most skills  

43:10

or whatever, and they can just like, plop him  down. They're all running on our server, and  

43:17

actually the server has been much more performant  than we actually anticipated at the beginning,  

43:23

even though we haven't optimised it as much as  we could. Every single person that's playing  

43:29

the demo right now, at least online,  are playing on a single home computer,  

43:35

like, the servers on a home computer  in someone's house, you know, and,  

43:40

it's working. I mean, it probably has very  little utilisation, even now. So, that's cool.

43:47

You haven't done like a large cloud  roll out to support this, you've got a…

43:50

Not at all. Yeah.

43:52

That's impressive. It performs well.

43:54

Yeah. Yeah. It's, like I said, totally new network  architecture. We have people playing all over the  

44:01

world. One of Erich's friends was playing  from Japan, and said he was playing online,  

44:05

and didn't even notice lag at all, like, we really  designed this network architecture to reduce like,  

44:14

the feeling of latency when you're playing  the game, and I think it's done its job like,  

44:18

better than we had even hoped. And also,  it's really easy to like, program for it,  

44:23

like, it's almost like you're making a  single player game. So a lot of the cost,  

44:27

like the development cost, of building  content is lessened with what we're doing,  

44:31

so once we start building content, it'll be really  easy,and we'll have like, less bugs and less,  

44:38

you know, you don't have gameplay programmers  having to know exactly how to write like,  

44:43

client server code. So, a lot of this is  just stuff that has been like, you know,  

44:51

we've been thinking about for a really long time,  like working on all these ARPGs that we've been  

44:55

working on, like a lot of the technical team  anyway, you know, over the years, and so, yeah,  

45:03

I mean, it's pretty cool stuff. I mean, in terms  of business, I think of course, it's possible for  

45:09

a mod maker to create a mod that overutilises  CPU like, way beyond what I've described,  

45:16

and if that's the case, yeah, we do plan on having  a monetisation models similar to like Roblox or  

45:22

whatever. Mod makers can monetise their mod with  like, an in-game currency, and I think like,  

45:30

you know, we haven't gotten to this point yet,  but I think if a mod maker does something really  

45:34

crazy, we'll probably just end up at that point  being like, "Okay, your mod is too crazy. We're  

45:39

going to limit it unless you want to pay us, you  know, some fees to cover the cost of compute."

45:47

The business model stuff is kind of up in the  air. I think we're super flexible in the design,  

45:55

but then we can make limitations as we decide  how we're actually going to fully monetise all  

46:01

those decisions. Also you mentioned ladders and  season type stuff. I'm sure we will have some  

46:09

way to mark characters as pure, as our rule set  only, and haven't been tainted by some kind of,  

46:16

you know, treasure mod, where they just hop  into the world and somebody's gives them all  

46:20

the loot in the world or whatever. So, we'll  be able to restrain things in a lot of ways,  

46:26

we're just building it super wide open,  and haven't picked out those ways yet.

46:31

One of the things that, between Blizzard  and Moon Beast, at every company I was at  

46:42

I started noticing, I mean even at Flagship we  were noticing this, but just started noticing  

46:48

where new game genres were coming from, and where  like, innovation was coming from, and I think it  

46:59

was at Kabam where a couple of us sat down and  really made a business case, and like looked  

47:04

at all the data, and historically saw like, where  there were big shifts in the expansion of a genre,  

47:16

and some of it was like, there's a new platform  like, you know, a new Nintendo console comes out,  

47:21

and Mario Kart comes out, and if you consider  Mario Kart a racing game like, the total racing  

47:26

genre just went bloop. It was all because of this  new game that came out, but a lot of the times it  

47:34

was from a mod, you know, like you would have  Half-Life, you know, and Counter-Strike and you  

47:41

know, we all saw what happened with Dota, and that  turned into League of Legends. I was at Gravity  

47:48

Bear when the designer who was working for me,  actually Peter's brother, Allan, we were trying  

47:55

to figure out what game we were going to make, you  know, and what game we were going to pitch, and he  

47:59

came in and he was talking about this mod that  he was playing on Warcraft 3, and it was like,  

48:05

you know, there's lanes, and they got these creeps  that are coming down the lanes, and you have to  

48:09

pick a hero, and you go down, and it just sounded  so weird, and specific, and kind of like, I don't  

48:16

really - what's the big picture? You just keep  doing this over and over again? It's like okay,  

48:20

I don't know. We played it and I was like, okay,  this is kind of fun. Maybe let's try to prototype  

48:25

something, you know, we'll try to prototype our  own version of this, and in the middle of doing  

48:30

that, it was announced that Riot got funding,  and they were going to build their own version  

48:35

of this, and you know, it was kind like, so  many times in my career, I'm sure in all of  

48:43

our careers, right? We have an idea, and we think  it's the best idea in the world, and then lo and  

48:48

behold somebody else is already building it, but  that idea that a genre tends to stagnate. I mean  

48:57

it turned out, MOBAs turned out to be perfect for  the genre because, RTSs were not the best esports  

49:05

model, you know, there was a lot of problems  with RTSs as a esports for the masses, you know,  

49:10

and to really popularise it, but just organically,  modders came up with this solution that was way  

49:17

more friendly to watch, you know, they were  shorter matches, it was more exciting, there  

49:21

was more back and forth, you know, you could, you  know, almost losing and then you turn it around,  

49:27

and then you come back, and that rarely happens  in an RTS, so just organically, the community  

49:34

came up with this game genre that no publisher,  or designer, or studio ever would have taken a  

49:41

gamble on. It was just too weird and specific. But  modding is doing this all the time, like, modding  

49:47

is all the time expanding the genre, creating a  new thing out of something that was there, that  

49:53

just, at the time it seems like it came out of  nowhere, but if you look back at it historically  

49:59

it's like, oh it makes perfect sense. So that was,  when we started, Peter was talking about making a  

50:05

moddable ARPG at Flagship, and that didn't get off  the ground, but when we joined up again to talk  

50:13

about what we wanted to do at Moon Beast, that  was front and center, and a core idea was that,  

50:19

ARPGs are really difficult to make, it's a big  investment, there hasn't been a lot of innovation  

50:25

in ARPGs, like big innovations on the order of  magnitude of what, you know, MOBA was to the RTS,  

50:33

and so if we can create a platform that allows  people to really experiment with all the systems,  

50:40

and the gear and the mechanics, and the online  persistence and the economies, you know, with  

50:44

all that ARPG stuff out of the way, we might be  able to capture the MOBA equivalent of the ARPG,  

50:51

like the next big weird innovation. And so that's  why we want to keep those modders incentivized  

50:57

to stay on our platform, like they can make money  doing it. Blizzard, I know, well, I've heard this,  

51:05

you know, I don't know if culturally they know  this, but like, they missed out on that because,  

51:09

you know, the modders couldn't make money on the  back of Battle.net, you know, they were competing  

51:15

with Blizzard, or Blizzard saw it that way. At  least that's my understanding of it. So, they went  

51:19

off and started a new company. So, Peter mentioned  Roblox, right? If we can capture those modders,  

51:25

and get them to stay on our platform and, you  know, make money on our platform, or build their  

51:30

communities on our platform, you know, that's  kind of the big picture. It is the big picture.  

51:37

That's the big vision. You know, we want to make  a game. We want to make it fun. We want to make it  

51:41

because we love this game, and we want it to just  be fun out of the gate, but we're really looking  

51:46

forward to what people do with it when we start  to really flesh out those tools, and we think  

51:50

there's some really exciting ideas that nobody's  thought of yet that might come out of this.

51:56

Just when I'm playing, I think of other kind of  games we can make with the engine here, like, just  

52:05

one of the fun things to do early on was, I would  just fire fireballs across this chasm, and destroy  

52:10

the other side of the chasm. I was saying you  could just like, make a Castle Siege game where  

52:14

it's just one guy versus the other firing these  fireballs, to destroy the other guy's terrain,  

52:20

and so it's kind of easy when I play to imagine  different games based on our exact engine here.

52:27

It occurs to me that even aside from monetising  the mods, there are other benefits to supporting  

52:31

it, right? Like from your point of view,  if there's a popular mod, people then have  

52:35

to buy your game in order to play that mod,  like if the new Dota spawns from Darkhaven,  

52:40

then people may be buying it to play that, rather  than the core rules, if it happens to be so sticky  

52:45

and viral, and then the other thing, of course  is, while it's great for creators to earn money,  

52:50

even if they don't earn money, this is a platform  that supports persistence and multiplayer,  

52:53

which are both incredibly hard to spool up  in their little Unity project. Like yeah,  

52:57

they can make their game rules in Unity, but then  they don't exactly get the ability to deploy that  

53:01

at scale, and that takes millions of dollars of  effort to develop, and you've already done that,  

53:05

and they're providing that to them, and when  you think about it like, game development  

53:09

tools usually cost more than 40 bucks to buy,  right? Like this is actually a pretty good deal,  

53:15

you know, for its versatility, you know,  compared to the significant costs of  

53:19

actually paying for proper, you know, Unity  and Unreal stuff of what it ends up costing.

53:25

It's very difficult to write those systems, too.  Like, the first thing anybody ever wants to make,  

53:31

it seems like when a new moddable  game comes out is an RPG, you know,  

53:35

and it's hard because, if you really  start to especially do the itemisation  

53:40

and the between session persistence and  all that, it's hard to stand that up.

53:47

Yep.

53:47

Can we get Chris to help like, come on as like,  Chief Marketing Officer or something like that?

53:54

Very happy to give you some free marketing advice,  but I think you guys have this sorted. You've  

54:01

been in the industry a lot longer than I have.  Yeah. So I have a question here. I was rereading  

54:09

Erich's postmortem of Diablo II, you know, as  I do. You wrote like 25 years ago an article,  

54:15

before LoD came out, it's on like  gamedeveloper.com or something,  

54:19

and in there you mentioned that, you felt that the  tooling for Diablo II was separate from the game,  

54:25

and that if you know you could go back in time  you would have integrated the tooling with the  

54:29

game. So my question here is with Darkhaven,  it feels and sounds like you have integrated  

54:33

all the tooling with the game client. Is that the  case and what benefits are you seeing from that?

54:38

Yeah, for sure. Diablo II had, for me as  a designer, remarkably terrible tools.  

54:44

I couldn't even like edit data, I had to just  like, suggest, literally hand people paper of,  

54:52

reduce this guy's hit points to this, there's  no in to in-game tools, there was no - read  

54:59

from Excel is the obvious thing I wanted people  to do, we didn't even have that, so the tools  

55:05

were just terrible, the turnover time for me to  iterate was, at best one day on these things,  

55:12

instead of like right now, I could try  a hundred different values in Darkhaven,  

55:17

which I'm sure though, this is pretty common.  We had it much better by the Torchlight days,  

55:23

and since I'm sure you had much better tools  than we had back then, so it isn't that radical,  

55:29

but the idea that I can just, keep adjusting  the run speed just while I'm playing, is  

55:37

remarkable advance, but I feel like most of that  advance actually did happen with with Hellgate,  

55:44

and then in Torchlight for me, and I suspect  everybody's working with better tools these days.

55:51

Yeah, I think the big difference here is  that you can do it in a multiplayer game,  

55:54

right? Like you could actually get a couple  people in, and start like tweaking values,  

55:58

and making stuff, and having it work, which  is I think, the big thing that Darkhaven has.

56:05

And also non-trivial, yet another  hard technical task you've undertaken.

56:10

And yet it's working pretty well. People right  now are, they have editor wars where they spawn  

56:16

up big towers, and try to pour lava into the  other guy's lands, so, what's kind of one thing  

56:23

that immediately comes to mind is, hey if you can  do this in the editor, why don't we make a skill  

56:28

that does this in game? So that's kind of informed  how we've gone about this, and I think it'll help.

56:35

Yeah, the editor lets you see what's  actually really fun to play with,  

56:38

and then that's a toy you can  add to the palette in game.

56:42

Right. Yeah, that's cool.

56:44

I found it's a lot of fun to just run around  in the world, find a location, and you think,  

56:52

this would look better if I did this or whatever,  and we don't really have the loop right now to do  

56:57

all that, and save it out as a preset. We kind  of do, but it, you know, we don't have a way to,  

57:03

you know, as a designer, an artist to say,  okay, now spawn this preset in these worlds,  

57:07

with these rules, but the editor is so easy  to use, you know, you're not fiddly, you know,  

57:12

snapping things together or whatever,  you're just kind of painting, you know,  

57:15

and we're not the only editor that does that,  but it's very fun to just make the world more  

57:22

beautiful, and come up with little scenes, and  little encounter areas and things like that.

57:28

So, a topic that I've been thinking about a bit  recently is, I feel there's a spectrum with action  

57:33

RPGs where the genre came from turn-based games,  you know, like pre-Diablo I, and in that game,  

57:38

the way combat works is, you allocate your  points in your character, you decide what  

57:42

skills you're using, and then the math calculates  how well combat goes. You as a player just select  

57:46

your target, and you know, it's turnbased.  There's no timing or anything like that,  

57:50

and Diablo I's innovation was that now there is  timing. Now, there is positioning and movement,  

57:55

and it's a bit real time. But still most of the  calculations are the result of like, whether your  

57:59

character has enough strength and dexterity and so  on, and a lot of action RPGs work like that where,  

58:04

the fantasy is that is the character that you were  investing in. The character is the skilled warrior  

58:09

who's doing the stuff, and you as a regular person  at home aren't capable of fighting to the same  

58:13

extent the character can, and a thing I've been  noticing in more recent modern action RPGs like,  

58:18

you know, Diablo IV, Path of Exile 2 and so on, is  that, they start to include more kind of, twitch  

58:24

based, your skill matters kind of stuff, like,  there's dodge rolls, and telegraphed attack areas,  

58:28

and it's a case where you as a player have to  actually be more dextrous than you otherwise would  

58:33

do if you were merely issuing instructions, and  so there's a spectrum where on one hand you have,  

58:37

a fantasy of the character is skilled, and on the  other hand you have a fantasy of my player skill  

58:41

matters more, and everything exists on this  spectrum. Like even in Diablo II, you know,  

58:46

you can still run around away from enemies  and that does matter a bit, but you know,  

58:49

there's hit chance, there's dexterity, and that  kind of stuff. You put points in dodge, evade,  

58:53

avoid, as an Amazon, rather than dodging, evading,  and avoiding as much as the player, and I've  

58:58

noticed with Darkhaven, because of the 3D terrain,  and because of the ability to jump and stuff,  

59:03

there is a large amount of player expression there  with regard to the ability to weave in and out of  

59:07

combat, and I wanted to know, is this intentional?  Like, is the goal here that you have a more like,  

59:12

a player driven kind of combat system than some  of the more traditional turn-based-like ones?

59:18

I don't know if it's the intention. In my mind,  my balance, my rule of thumb is always, it's  

59:25

one-third player skill, one-third skill build, and  one-third loot contributes to your success, and to  

59:34

be a great player, you’ve got to do all three, but  really even doing one is okay. One of my secrets  

59:42

on ARPGs is that, really you always win, right? No  matter what you do, you're going to win the game.  

59:48

It's kind of, we don’t like to say that too much  out loud, because it doesn't sound like people do  

59:53

anything. Of course, there's competitive and good  players and stuff, but no one fails at Diablo II,  

60:00

you know, everyone's going to succeed, and really,  I think the path to success is, you learn the  

60:07

systems, you learn the builds, or you just, you  keep earning the loot, or you're a good player.  

60:15

All those will work, all of them together, to be a  great player, but I find that in Darkhaven still,  

60:23

I could play that way. I could just be lazy, play  it one-handed, I just take it a little slower and  

60:28

I got some good loot that drives it. Or I could  push. I'm pretty good at it right now obviously,  

60:33

I play it a lot. I could push the skill angle,  you know, a couple levels ahead. So, I'm fighting  

60:40

higher level monsters, just by jumping, and kiting  to some degree. Now, that only gets you so far.  

60:47

So to be really good at it, you’ve got to kind  of master all three of those. Loot and stats I  

60:52

kind of combine together, and I say one third,  one third, one third - I don't know if that's  

60:56

the case, but that's how I always think about  it in my head, and try to make it so it's not  

61:00

totally player skill dependent. It's not totally  loot dependent, or not totally build dependent.  

61:08

This is the way I approach that, and I think I'm  sticking with that same thing in Darkhaven. It  

61:14

might be a little more actiony than the old days,  than Diablo II, but not too much. Diablo II even  

61:22

though you say that, there's a lot of position-y  stuff that comes into play, especially early and  

61:28

midgame. Later on - and these days, there's  more, you know, clear the screen all the time,  

61:35

of every monster as you kind of just hover through  - it gets a little different, and the endgame  

61:42

of Diablo was like that too I think, to some  degree, and we don't really have that right now  

61:46

but I anticipate we'll probably end up a little  bit more like that towards our end game too.

61:52

Would you say, Erich, that the player skill  - you did say this - but like player skill,  

61:59

you can never win the game completely with player  skill, and that's true for every ARPG. That's the  

62:04

formula, you know, but the player skill lets you  get a little bit, there's kind of a, you know,  

62:09

the high performance part of the graph  and the low performance part of the graph,  

62:13

and the player skill, you know, can kind of make  up this delta, the space between the two lines. So  

62:19

you can push a little bit further ahead, but  at some point you'll hit a wall and just the  

62:23

difficulty of the monsters, and the inadequacy  of your loot, and your and your level. But  

62:30

it's rewarding as a player to feel like, hey, I'm  good, I can get a little bit further, and that's,  

62:35

you know, I'm not at that level of play, but you  know, when you watch the really competitive ARPG  

62:41

players talk about it, it's like, they want to  feel like their skill matters, and when it doesn't  

62:46

matter in a game where, you know, you just have to  do everything by the numbers, and it has to be a  

62:53

specific build in order to beat a boss, or beat  an encounter, and it's really boring, you know?

63:00

Yeah I don't know if there  was a question there, still?

63:04

No I'm just kind of…

63:05

Right, but that's how I think about it, yeah. You  can push it in any number of ways. You can push  

63:12

it temporarily, with a really good drop, you push  it temporarily with a great skill, you know, build  

63:20

combo and really know what you're doing, know  this is the way to really get this build, or push  

63:25

it temporarily with player skill. Also kind of  makes fights, long fights that might be long boss  

63:32

fights, a little more fun if you can overpower  it. One of those dimensions, I feel like.

63:39

Yeah, you have to feel like you're cheating  the system at least a little bit, right?

63:43

Yeah, I love that. I love it when players are  like, "You've made this way overpowered!”,  

63:50

but then it turns out, you know, in a level or  two, whatever they were complaining about kind of,  

63:54

doesn't become that important anymore. Or they're  struggling really hard and they think this game's  

63:59

impossible, but all of a sudden, you know, one  drop or a new skill, or figuring something out,  

64:05

a new technique, those put them over, and so  I just love the up and down spiky balance.

64:13

Fair enough. So the next topic I wanted to  talk about, which is another business one,  

64:18

is funding, and obviously games of this  scope cost a lot of money to make. This  

64:23

is a complicated game. There's a lot of content.  It's being made by industry experts. It, you know,  

64:28

it's going to have some budget behind it, and I'm  sure you've already spent a lot of money on it,  

64:32

and one thing that the audience may not appreciate  is, how bad a state the games industry is in with  

64:38

regard to funding over the last couple of  years. Like, I've had 10-12 times in the  

64:43

last couple of years people have come to me and  said, "Hey Chris, I've got this studio. Look,  

64:46

I've got a game and I am not having any luck  finding funding. Can you help out?" and I think  

64:50

the reason they're approaching me is, because I  know Tencent well, and I know other investors,  

64:55

and you know, there's the possibility that I  can introduce them to someone who can help,  

64:59

and I've dutifully introduced them, and you know  demos have been shown and that kind of thing,  

65:03

and out of all of those people, zero have received  a dollar, and I don't know of a case literally,  

65:08

I don't know of any case, of anyone in the games  industry getting any money for their games from  

65:13

traditional investment like, you know, investment  and publishing routes, whereas in the past during  

65:18

the high point in the cycles, you know, some  companies are closing a deal a day with games, you  

65:23

know, publishers are signing everyone like during  COVID when gaming was incredibly hot obviously,  

65:28

like there was money being thrown around in vast  amounts, and I suspect this is all getting sucked  

65:32

up with the AI bubble at the moment, and you know  all the the money's heading in that direction,  

65:35

but the reality is, it's very hard to  raise money for projects and I'm sure  

65:39

this has affected you guys. So you're running a  Kickstarter at the moment and I kind of wanted  

65:44

to ask like how has it gone? How did you get  here, and what are your thoughts on funding?

65:51

Yeah, I mean we've talked about this, right?  The funding is, and all of the game developer  

65:58

friends in, you know, my community, are in the  same boat. It's the same experience. It's very,  

66:04

very difficult to raise money. And even four  or five years ago, that wasn't the case.  

66:10

Maybe between 10 years ago and 3 years  ago, it was a gold rush of investment  

66:19

into game studios. The AA and you know,  whatever you want to call those studios,  

66:26

high-profile big investments in studios that were  founded on the promise of, you know, we're going  

66:34

to be the next Blizzard, or we're going to be  the next Riot or, you know, the next Valve,  

66:40

and a lot of that hasn't come to pass, and that's  part of I think, the reason why the money went  

66:46

elsewhere. You know, like you said, AI is also  the new bubble, the new hot thing to invest in,  

66:53

and unfortunately, we as a studio missed out just  a little too late to capitalise on that. We were  

67:00

able to get some funding a while ago. We talked  about our seed round that we got because 1AM and  

67:09

a couple of other investors believed in us, and  saw our vision and were willing to support it,  

67:15

but the amount of money that has gone into  Darkhaven and Moon Beast is pale in comparison to,  

67:23

you know, what a lot of other high-profile studios  have been operating on, and the fact that we've  

67:29

gotten as far as we've gotten, is really 100%  a testament to the team. You know, this is a  

67:35

very small team. We're running very lean. We've,  you know, we've put some amount of our own money  

67:41

into it, proportionately a lot of money, you know,  because none of us are independently wealthy, and,  

67:49

you know, the team has been working under, you  know, it's been a passion project for everybody,  

67:59

and so yeah, we found ourselves with a game that  is nearly ready to show people. This is at the  

68:07

end of last year,you know, we did a streamer demo  in August. That went over really well. We had a  

68:14

play test before that. That went over really well,  and it was the first time we let anybody outside  

68:19

of the studio seriously, you know, in volume,  play the game, and they all really liked it,  

68:26

and we got really, really positive feedback,  especially from streamers who had never even  

68:30

played the game,you know, people like Rhykker  and MrLlamaSC have always been supporters of us,  

68:37

and they knew what we were building, but then  you get Zizaran and others that had have really  

68:43

no idea what we’re building and played it for  the first time and just like, oh my god, this is  

68:47

amazing. So that was really, really confidence  boosting to us, and we thought, okay, let's  

68:54

you know, we have to start showing this to people,  because we have to figure out where the rest of  

68:59

the money is going to come from, and that's when  we decided that we were gonna put out a demo,  

69:06

and we were going to participate in Next Fest, and  then we would just do a Kickstarter. We had put  

69:12

off doing a Kickstarter for a long time because,  it's not really, you know, there's pluses and  

69:19

minuses to Kickstarter, you know, and Kickstarter  has obviously been very volatile in the games  

69:26

industry. There's been a lot of high-profile  failures or just, you know, not good outcomes,  

69:32

and, you know, we don't want to ask players  for money. We don't want to ask them to take  

69:38

a risk on something. You know, it's inherently  risky. We feel like we're a really good bet,  

69:44

because we know our capabilities, and we know what  we can build, and we know what we're, you know,  

69:47

intending to build, but it's still, you know, it's  like, this is people's hard-earned money, but,  

69:55

you know, we had a lot of people in our community  saying, how do I pre-order this? How do I give you  

70:00

money? You know, and the fact that people were  liking the game, that became our best option,  

70:10

and still is our best, most immediate option for  getting funding. We're still talking to everybody  

70:15

that we can talk to. I'll be at GDC talking to  publishers and everybody. The thing that we have  

70:20

now that we didn't have before is, we have a  game that people are playing, and we've got a  

70:24

number of wish lists and it's going really well,  and that, hopefully, will make the difference,  

70:30

and if we have a successful Kickstarter, that's  another big vote of confidence. So I think,  

70:36

one thing players and, you know, non-developers  might not know is that something like Kickstarter,  

70:44

it's partly about the money, right? It will help  us develop the game, and 100% of the money goes  

70:50

towards the development of the game. We're not,  you know, there's no extravagant expenses in this  

70:56

studio. We work at home and we just, you know,  spend the money exactly where we need to spend it,  

71:03

but it's also a big vote of confidence. So, when  investors and publishers see that people are  

71:07

willing to pay for the game in the current state,  that's really confidence boosting, you know, it  

71:12

gives them confidence that everything is working.  So that's why we're asking the community, hey,  

71:17

if you like what you see, and if you believe in  what we're doing, and you can afford it, you know,  

71:22

we will gratefully and humbly welcome you to walk  alongside us as we build this thing, you know,  

71:31

and that just gives us an audience that's really  committed that can give us feedback. So yeah,  

71:36

that's a lot of words about it, but  yeah, it's a tough time, you know,  

71:39

and we're determined to find a path forward, and  you know, Kickstarter was one part of that puzzle.

71:46

Just to add to what Phil was saying is  that, when we decided, hey, we're gonna  

71:50

go this Kickstarter route, we really we don't  want people to just blindly trust us or say,  

71:55

hey, we are the guys behind Diablo II, just  give us some money or, that's why we really  

72:00

made it a strategy of putting out the demo at  the same time, just so that people could see,  

72:05

okay, it's not completely made up. There's  problems with the demo, but they'll see that,  

72:11

hey, there's good bones here. There's a lot  of fun to be had, and this is the real deal.  

72:17

No one's doing a scheme to make out with  it. So, that was kind of a joint effort,  

72:23

we'll start the Kickstarter and  we'll give everybody a demo to play.

72:27

So a concern that I have with Kickstarter is  that, historically you know, games that use  

72:32

Kickstarter often don't necessarily deliver  to the players or are of potentially lower  

72:36

quality than games that didn't need to use  Kickstarter at all if they had enough funding,  

72:40

and it's only a result of circumstance  that you're using Kickstarter. I'm sure  

72:45

your primary method here would have been to just,  you know, do it with private funding, and are you  

72:50

worried a little bit of being lumped in with  other Kickstarter games as a result of this?

72:54

Oh. I mean there's different levels of caliber  even on Kickstarter, right? There's true indie  

73:02

games, that are trying to raise a couple  hundred thousand dollars, and that's the  

73:07

whole budget for the game, and then there's been  a number of higher profile games that, you know,  

73:14

were funded through other sources, and also did a  Kickstarter, and I think when those don't succeed,  

73:25

that's a much darker spot, I think, on the  whole proposition, and I think those are the  

73:36

ones that players remember, you know, somebody  came in and said, I mean, we're not going to  

73:43

talk about names at all, but, you know, there's  been some high-profile, not very good outcomes,  

73:51

and I think players are bitter about that. You  know, it's tough for players, too. You know,  

73:56

it's tough for everybody. The economy, and  the funding source, and everything. So yeah,  

74:05

it's definitely, that went into our consideration,  you know, we didn't want to ask players to take  

74:12

a risk. We don't want to ask them for  hard-earned money because, you know,  

74:20

we don't want to be lumped in with that, you know,  and like Erich was saying, we hope that having the  

74:26

demo available alleviates some of that risk like,  you can play the game, you can see where we're at,  

74:32

you can imagine in your heads and we can  talk about where we need to go from here,  

74:37

and the Kickstarter isn't going to fund all  of that, you know, it'll help us move forward,  

74:42

and it'll make a big difference, and we'll be  very, very grateful for it, and it could easily  

74:47

make THE difference right now at this point in  our journey. So yeah, we're trying to be humble,  

74:53

and grateful, but we understand that, you know,  that there's a… Yeah, I don't know how to put it.  

75:03

We all know how Kickstarter has been, you know, so  it's not like, it's not all been a bed of roses.

75:11

I think the point you made earlier as well where,  you're planning to go to GDC next month and  

75:16

secure a publishing deal, and it's worth stating:  to anyone who's worried about the Kickstarter and  

75:21

hasn't backed it yet, that, a better result from  the Kickstarter makes it much easier for these  

75:27

guys to go to publishers, and say, "Look, there's  demand for this game. Can you please just give us  

75:30

some bridging money?", because it's easy money  for the publisher there. They put some money in,  

75:34

the game gets finished, which it will be  because these guys have like the pedigree,  

75:38

and the demo to show where they're  up to, and a plan to finish it. Like,  

75:41

there's very low risk with the money available.  It's getting done and it's going to be good,  

75:44

and so the publisher will see with demand for the  game, this is easy money. They put the money in,  

75:49

they get the money out later when it does  well, and life is good. So an advantage of  

75:54

backing it not only is, of course you get to  take part in the journey, but it also means  

75:57

that you make it exponentially easier for the  game to get additional funding that it needs,  

76:02

and that's why I feel that if you're on the fence  about it, and as Phil said you can afford to,  

76:07

it's a nice thing. Not only because like,  obviously the individual $25 or $40 you put  

76:13

in just pays for a small amount of development  time, but every bit helps to cause a publisher  

76:16

to then throw millions more dollars in, to get  the game way bigger than it otherwise would be.

76:22

Yeah, it's a massive lever. It's, you  know, you think about, it might be, oh,  

76:30

if a famous creator endorses this game,  you know, a publisher will take notice,  

76:35

and say like, oh, we need to fund these  guys. That's rarely the case, you know,  

76:39

because everybody, you know, influencers can be  paid for, you know? They'll say one thing one day,  

76:45

and another day. It's just one person, you know,  they have their own community. The biggest,  

76:49

biggest thing by far that will influence  a publisher or an investor's opinion is,  

76:55

have players said they want to buy this game?  Are they wishlisting it? Are they reviewing it?  

76:59

Are they funding a Kickstarter? Like that kind  of thing proves that there's an audience there,  

77:05

and that's that's the biggest single  thing that will give, you know,  

77:09

that will unlock a bigger amount of funding,  that will let us turn this thing into what we  

77:15

all want it to be. What we want it to be, and  what players are telling us they want it to be.

77:19

Yeah. 100%. The point that was made  earlier as well about the modding where,  

77:24

even if someone is on the fence about this and may  not necessarily, you know, fund the game, is that,  

77:29

votes of confidence for the game that get it made,  also mean that that modding ecosystem will exist,  

77:34

where the next generation of action RPG design  that none of us are going to come up with,  

77:38

comes out of that modding ecosystem and means that  5 years from now we're all playing much better,  

77:44

different, innovative action RPGs as a  result of the fact that there exists this  

77:48

the scaffold for people to make it, because,  you know, as as cool as Diablo IV is,  

77:52

you're not going to be able to make the  next action RPG by playing Diablo IV,  

77:56

but you potentially could by fiddling  around with Darkhaven and discovering  

77:59

the secret sauce that other people haven't,  you know, Dota, Counter-Strike, and so on.

78:04

That's the vision.

78:06

Yeah.

78:07

Somebody told me once, I don't know if they  believe this, but they were saying like,  

78:10

every mobile game in existence started off as a  Warcraft 3 mod, and you know, I think it is an  

78:16

exaggeration, but like, there's so much potential  when you add in deeper systems, you know, that  

78:24

you can't do in even Roblox, or you can't do in  Fortnite, or you can't do it in any of these other  

78:28

moddable games, you know, so that's, yeah, that's  our hope. That's what we're working towards is,  

78:34

if you have a vision for an RPG that you want to  make, you'll be able to build it in Darkhaven.

78:39

And you mentioned wishlisting as well, which  is literally a free thing people can do,  

78:43

like, even if you can't afford  to fund the Kickstarter, like,  

78:47

I've wishlist this game on Steam, and I would  encourage viewers to do the same thing because,  

78:50

it's a vote for this direction of action RPG  development. Even if the game itself isn't,  

78:55

you know, something you want to buy right now,  it's still a really nice gesture, because,  

78:59

if they can go to a publisher and say, "Look,  you know, we we need some more money to top up  

79:04

the amount we made from the Kickstarter, but we  have a million wish lists." The publisher says,  

79:07

"Okay, I'm getting my chequebook out.", and  that's, you know, that makes it a lot easier.

79:13

Yes, please. Please wishlist us.

79:16

Yeah, the easy free stuff that people can  do is; wishlist the game, play the demo,  

79:23

review it if you like it, you know,  don't say anything you don't believe in,  

79:26

but join our Discord, sign up for our  mailing list. Those are all things that  

79:30

just prove to publishers that people  are interested in what we're doing.

79:35

What about feedback? Like if people have played  the demo and they want to give you feedback,  

79:39

what's the best way of them addressing that to  you in a way that can be actioned most easily?

79:43

On our Discord is the most  direct way that we'll see it,  

79:47

and we'll be able to see it forever, you  know, like, reviews are good, but like,  

79:52

if you want to talk to us directly, and talk  to the community that's also playing it,  

79:56

like, our Discord's the best place to do  that, wouldn't you say, Peter and Erich?

80:01

Yeah, a lot of us are pretty  active on the Discord these days.

80:05

Yeah. And the feedback we've gotten from the  demo has been, I mean, some of, you know,  

80:10

the critical things are hard to read sometimes,  you know, like “Ah I hate this thing” It's like  

80:16

wow really? But by far most of the people  are like, ”This is really good. It's really  

80:23

fun. There's things here that I'm excited  to see what they do with it”, you know,  

80:29

but it has given us a lot to think about, and it's  made our next steps a lot more straightforward  

80:35

I think, because we know now from a lot of  players, you know, what they are looking for,  

80:43

and what's really connecting, and  what you know maybe needs more work.

80:47

Well it's been great having you guys on  the channel today. I really enjoyed the  

80:51

deep dive into the technical stuff, and some  of the game design things we talked about.  

80:54

I found out a lot of new info about Diablo  II, which will be very, very pleasing to me,  

80:58

and a few of the viewers as well, and  it was actually really cool how candid  

81:02

you guys were about the funding stuff,  because it's difficult at the moment,  

81:06

and I appreciate the transparency there. Thank you  very much for joining me. It's been good to chat.

81:11

Yeah, thanks for having us.  Had a good time talking and  

81:15

hashing through this stuff. It's very interesting.

81:18

Yeah, thanks so much.

81:20

Really appreciate it. and thanks  to your viewers too for, you know,  

81:23

hopefully they're getting something interesting  out of it, because we love this genre and,  

81:29

you know, you've done arguably, I don't know,  we were there at the beginning, you know,  

81:36

and then you took it to the next step and,  you know, it's just been really cool to see,  

81:41

you know, where you've taken it and where, you  know, the next generation is going to take it.

81:47

Thank you.

81:48

Well, to the viewers, I hope you enjoyed  the interview and make sure to wishlist  

81:52

Darkhaven on Steam. Please check out the  Kickstarter and back it if you can afford to,  

81:57

and thank you very much for your time.  I look forward to seeing you next time.

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