{"id":80501,"date":"2020-10-11T15:19:31","date_gmt":"2020-10-11T13:19:31","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=80501"},"modified":"2020-10-11T15:19:31","modified_gmt":"2020-10-11T13:19:31","slug":"wie-eine-gameplay-entscheidung-diablo-fuer-immer-veraenderte","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2020\/10\/11\/wie-eine-gameplay-entscheidung-diablo-fuer-immer-veraenderte\/","title":{"rendered":"Wie eine Gameplay-Entscheidung Diablo f\u00fcr immer ver\u00e4nderte"},"content":{"rendered":"

Today on War Stories, Ars Technica is joined by Diablo lead programmer David Brevik to break down the genesis and development of a PC hack & slash masterpiece. Unbeknownst to some, the original concept for Diablo called for a traditional, turn-based RPG – a genre Brevik came of age with and was heavily influenced by. However, following a fateful vote by show of hands at the Blizzard North offices, Diablo became something new entirely and an initially reluctant David Brevik was on the cusp of creating the first entry in a legendary action role-playing series.<\/p><\/blockquote>\n

Der Typ ist zwar super unsympathisch, aber das Video ist trotzdem extrem spannend, weil es um den Entstehungsprozess von Diablo 1 geht. Schaut mal rein, wenn Ihr Euch f\u00fcr Blizzard-History interessiert.<\/p>\n