Prior to the game’s release on June 3, 2022, we met with art director Hunter Schulz and senior content designer Scott Burgess to talk about the release of Diablo: Immortal, the decision to bring the game to PC, and what can we expect from the game. future of the game.
You recently announced that Diablo: Immortal would also hit PC. What motivated the decision?
Scott Burgess: Well, so this is something that shortly after announcing Diablo Immortal, obviously there were comments that there was a desire to see Diablo Immortal on PC, and as we were building the game, we also fell into this mentality where we agreed that it seems like a game that feels natural not only on the phone but also on the computer. Then we also concluded that players will play Diablo Immortal with emulators, anyway, they will play on the computer, so instead of making them play in an emulator they find through a third party, we would only make a polished version of the game and provide it to Battlenet.
Would you say Diablo Immortal is more closely related to Diablo II or Diablo III? How do you think Immortal differs from each other?
SB: I think in terms of tone and gameplay, it would be right in the middle. What sets Diablo Immortal apart from the other two titles is that, first of all, it is a game developed for mobile phones. This means that there are many mobile-centric features that include quick-to-enter gaming sessions, intuitive controls that work on your phone, and the ability to play anywhere, anywhere. It’s also a very social game, by comparison. We have many features that are geared towards playing with your friends and your clan. We have a great PvP system in the game called Cycle of Strife, which is a lot of fun. It is certainly a unique game in its own right.
How do you like to use the touch controls compared to the controller and the mouse?
SB: Personally, I think the touch controls are great. I have a controller that I use from time to time, but there are many times when I say, “You know what, the touch controls are so intuitive and natural that I’ll leave the controller right now and play the game.” without that.
Hunter Schulz: To add to that, I think the first thing I noticed when I picked up the game was the intuition that controls are and how they make a lot of sense, like a natural evolution for an ARPG. You can control your skills in a different way; there are a few more nuances in how you feel through the game, so I think it makes a lot of sense for you to get on your mobile and use a mobile device with a touch screen.
As for the story, should we expect Diablo Immortal to bridge the gap between Diablo III and Diablo IV?
SB: So Immortal Diablo is between Devil II and Devil III; will take place after the destruction of Mount Arreat and the Stone of the World. Basically, the story revolves around the idea that the whole shrine is full of fragments of Worldstone, all of them incredibly powerful energy conduits that are also corrupt, so the bad guys around the world are using them, looking for these stones to enhance their power and provoke. destruction. So obviously we will make sure that the plot works with the existing games, as we have narrative concepts that align and reinforce Diablo III and Diablo IV, but it is its own story in its own right. It’s a very fun and unique story that is not just about bridging the gap, but about following the story of these Worldstone snippets and confronting the bad guys that come up with them.
What lessons has the Diablo 3 team learned to develop Immortal?
HS: There are some obvious types of clues that were extracted from Diablo III. I think from the outside, there is a certain style: there is a different style between Diablo Immortal and Diablo III, but there are also some similarities and this kind of derives from the idea of readability and making sure the game stays, even more. for Diablo Immortal than he would for Diablo III. So this kind of bolder shapes, even these bolder colors, we tried to use them to make sure that the game was very clear, that the designs were clear and that the gameplay was also clear. So I think you can look at any kind of game and try to get the positives out of it for your own benefit, somehow, as a design tool, so I didn’t work on Diablo III. , but I’m sure I’ve seen it, and I think there are a lot of things we took note of and applied.
Have changes been made or will be made to the dungeon scale to make it possible for players to perform them alone?
SB: So our current plan is to have solo dungeons in normal mode, but we think dungeons are more fun when playing with friends, and so we’re leaning toward the social aspect in hell and higher. You know, with that said, we’ll also make sure we learn from the beta and put more resources into the group search system to make it easier and faster to find players to play in the dungeons.
What does the ending of Diablo Immortal offer?
SB: As with other Diablo titles, the final game is where the game really begins. First, we’ll have a great final area to culminate with the launch story. So this is a place called the Kingdom of Doom which is a version of the fiery hells we haven’t seen before. It has many sets of unique tiles that are really interesting and exciting, and we have a unique dungeon in the area called Pit of Anguish which is like a deeper level of hell where a giant monster wanders and consumes everything it comes in contact with. with. Then, beyond that, once you reach the level of hell and beyond, we will have helical raids that you can do with your friends, which are raids of eight people against an ancient evil, we have the Cycle of Struggles, which is a great faction. based on the PvE system, we have levels of comparisons that you can continue to increase beyond the maximum level, and we also have side missions that will be the end of the game, in each zone we have zone events, and we also have loot and more loot.
HS: Then there’s also what comes next in the story. The end of the game is not the end of the game. It’s just a kind of pause before the next content comes out. Even if you are not very interested in the activities of the final game, there will be more game and more story to develop.
Is it possible to play Diablo Immortal on a Macbook using the iOS app?
SB: I think technically, people can use emulation technologies if they really want to, and we have no plans to prevent that from happening in any way.
Do you think we could ever see Diablo Immortal on the Nintendo Switch?
SB: You know, give it a lot of time, and it could be possible, but that’s not something we’re working on right now.
Many Diablo fans are concerned that the game’s payment services will generate an unfair advantage, basically making Diablo Immortal a free game to play but pay to win. How are you working to avoid this and make the game enjoyable for everyone?
SB: So when I was playing beta, I played the whole beta without spending a single dollar. That was my goal, and I was able to keep up with World Paragon, I was in one of the best dark houses, I was often the MVP of the battlefields, and then I had colleagues who didn’t pay a single dollar, and they were in the Immortals. I also want to say that it is important to remember that there is no pay wall, this whole game is free. The whole story, all the areas, all the dungeons, all the future content will be free, so you’ll have a great time playing Diablo Immortal without paying a dime.
Can you share data collected in the beta testing phase, such as what class most people play or how long their Immortal sessions last?
SB: Yeah, we definitely saw a lot of necromancers that made sense because they were new to the Beta and necromancers have always been a very popular class, so I’m sure a lot of players wanted to give it a try. We also saw a lot of other classes being played, and it’s actually something we’re very happy with, with the fairly even distribution of players across all classes. Another thing we saw, you mentioned the playing time period, we saw a lot of players playing in short bursts, and we saw a lot of players playing for hours at a time, and that’s very exciting because that’s exactly what we designed. Immortal to play. We wanted to make sure we had quick content that you could access, like you’re on your way to work, hopefully you don’t drive, but if you go daily, you can get in for a few minutes. play and then after work, if you want to relax a few hours on the couch, we have enough content to entertain you.
What classes are you currently playing in Immortal and why?
HS: I like the Demon Hunter; I mean, there’s something I like about all of them, but I think the Demon Hunter really takes advantage of the mobile controls, no better than other classes, but I think the gaming experience is very different from mine. sense in other games. Being able to keep your distance, make kites, move around enemies and shoot them and then swing over your head, it’s just an acrobatic and fast class, and you’re a lot more mobile, and I like that. . I want to see the world and I want to move, and I want to take the enemies with me instead of planting my heels in the mud and then moving away. So this was my favorite class from the start, and I think it still is.
SB: I keep going back and forth with what class I choose, and maybe it comes down to the day of the release on the character selection screen, but right now I’m leaning towards the barbarian. I usually play in the berserker class that …