Rock, Paper, SHOTGUN was given the chance to sit down with the senior world designer and the lead technical artist of Diablo 3.  One of the topics of discussion will be near and dear to those who played the previous games in the series, co-op multiplayer, which really defined the game for those who tried it.  Somehow button mashing in tandem was much more enjoyable than the already great single player experience and the development team spent a good deal of effort bringing that experience to Diablo 3.  They also talk about the difficulties of including enough lore to keep players who want some depth to the story of the game but ensuring that those players who don’t care for a back story don’t feel it is getting in the way of their game.  At no time were rainbows or unicorns discussed.

"Diablo III is now a thing that you’re capable of owning and (hopefully) playing. Just before the launch, when those network problems were yet to freeze Hell over, I sat down with senior world designer Leonard Boyarsky and lead technical artist Julian Love to keep them company as queues formed in the streets outside. Along the way, I discovered that having an ex-Troika chap on your game means that ‘lore’ is a very important word indeed, that the distant roguelike heritage hasn’t been forgotten and that technological progression doesn’t necessarily alter design principles."

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