America: The Godfather of Game Development
Chapter 442

Tear it all down and start over

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If we absolutely must categorize Diablo into a so-called "school"...

The answer is clearly a typical Skinner behaviorist system.

In a sense, it's a completely different direction from Mr. Bandura's.

But this was only the first generation.

In fact, Diablo has never been a work that stands still.

Almost every generation strives to make groundbreaking systemic innovations.

Well... although these innovations are not necessarily a good thing, and often disrupt the existing system.

Just like when the third generation was first released, the major changes to the BD system led to widespread devastation when it was released in 2012.

That serious public relations crisis almost killed the entire Diablo series.

It wasn't until the release of the Reaper of Souls DLC that its reputation was turned around, and it quickly became what countless players now consider "the best generation."

Even now, the second and third generations each have their own loyal fans.

Players who enjoy a somber, dark atmosphere and a realistic, extremely low-drop-rate equipment system will naturally stay with Diablo II, continuing to explore the possibilities of mods and extending the life of this Legend game. Meanwhile, players who prefer a more industrialized, modern, and fast-paced grinding experience will opt for Diablo III.

The introduction of Kanai's Cube, Loot 2.0, Adventure Mode, Mythic+ dungeons, and various set builds made the third installment a prime example of "teaching players how to play the game."

The set design has its advantages and disadvantages. While it reduces the freedom of equipment builds, it also significantly lowers the learning curve, making it more accessible to casual players.

Kanai's Cube design further enhances the variety of equipment builds.

As for the auction house system in the early stages of the third generation...

Blizzard shutting it down themselves proves that this path is not viable.

To truly master this system, we'll probably have to wait for the emergence of a certain Arad Continent and a certain Fantasy Westward Journey.

However, regardless of the circumstances, Diablo has consistently made some changes that have drawn widespread criticism and even created a public relations disaster of the level of "Don't you guys have cell phones?"

But it must be admitted that this series has never stagnated.

It is indeed a work that dares to step out of its own comfort zone.

Southern California, Los Angeles, Gamenova Studios, Blizzard Studio. "Let me introduce you, this is Mr. Albert Bandura, a top expert we specially invited from the Psychological Association."

The group looked at the scholarly-looking man next to Lin Lixin and exchanged bewildered glances.

Frankly speaking, in everyone's perception, Lin Lixin has never seemed to be the kind of person who would resort to authority to resolve issues.

Because his very existence is itself a supreme authority.

Rather than seeking out so-called "experts," Lin Lixin usually encourages creative grassroots talents to showcase their abilities.

not to mention...

Even if it really is psychology, then Lin Lixin should be a hard-line Skinner.

"Ladies and gentlemen, our project will start with arcade games and gradually expand to every household as the hardware becomes more widespread."

Lin Lixin noticed their confusion and took the initiative to explain.

The Diablo project was created in 1996.

While they can surpass the 60MHz Pentium to some extent with Athena, high-end features like 16MB of RAM are not available now.

First, establish a strong presence in arcades, then attempt to port Hermes and Next, and finally gradually expand to other compatible PCs. Theoretically, this is a more feasible approach. However, in this action mode...

Bandura's existence is therefore very meaningful.

Skinner's research focused on "how to make people addicted".

Besides the well-worn theme of video game violence, Bandura's focus extends to another crucial area—

Social Learning Theory.

Simply put, it means that players are driven by the social environment to actively observe and learn.

In other words, this is actually the underlying logic of the so-called "copying BD".

BD sharing is a classic example of the Bandura phenomenon.

In arcades, its role is amplified infinitely, unleashing an ecosystem vitality far exceeding that of PCs!

After this explanation, the Blizzard team finally understood what was going on.

He's not some nepotism hire parachuted in to gain experience; he's a genuine big shot joining the project team. "Well, that's roughly it. But don't worry, Bandura will only be a 'consultant.' If you have any questions, you can try discussing them with him. He won't interfere with anything related to the game development itself."

As Lin Lixin spoke, he looked at Albert Bandura beside him.

"That's right! That's right! Actually, I also greatly admire your company's achievements in game psychology, and I came here to learn from your experience."

Bandura nodded repeatedly.

Even if he were to participate, to be honest, he wouldn't have the guts.

If something goes wrong with the game in the end, he can't possibly bear the responsibility, not even a hundred times over!

"By the way, how's the matter I told you about going?"

After introducing the new members of the project team to the others, Lin Lixin finally got down to business.

Blizzard Studio's "training" had already ended long before the Theme Hospital project.

No more spending all day outsourcing training techniques.

Lin Lixin personally issued the highest directive: create a dark gothic world view and make them the vanguard of 90s gamenova!

Hmm... okay, Hotline Miami has already beaten us to the punch with the first game of the 90s. But no worries, they can still be Gamenova's first mainline title from a sub-studio in the 90s!

Upon hearing this, Mike and the others immediately put on excited expressions and eagerly grabbed a stack of drafts still splattered with coffee from the table.

"Of course! Based on what you said about [ Diablo, Lord of Terror ] and [ Tristram Town ], we tried to construct a world."

Although Lin Lixin essentially delegated all authority to them in designing the world view, he still provided a general framework in the overall direction.

It's not that I don't trust them, it's just... Blizzard really can't quite capture that " Diablo vibe" anymore.

Ultimately, Diablo was never developed by Blizzard.

Its true owner is actually Blizzard North, or rather, its predecessor, Condor Studio.

Like Blizzard, the founders were also a trio.

David, Max, and Erich.

A group of grassroots entrepreneurs who barely make ends meet by doing outsourcing and transplantation work.

Condor officially launched the Diablo project around 1994 or 1995.

It wasn't until this project caught the attention of Blizzard, which had already gained fame with Warcraft II: Tides of Darkness, that Blizzard North's Legend journey officially began. This story actually has something to do with one of Lin Lixin's "old friends."

Trip Hawkins, the founder of EA, and his ambitious 3Do project.

At the start of the project, Blizzard headquarters only gave them $300,000 in funding.

This amount of money is far from enough for a game like Diablo.

And just at that moment, the big-time grudge 3do suddenly jumped out, hoping that Condor could develop a game for the 3do console.

And so...

This money then went into the Diablo project.

The final results are now known to everyone.

This is Blizzard's second game to sell over a million copies, after Warcraft II.

This is a PC game!

Lin Lixin flipped through the world-building design. Well...

It has a very distinct Azeroth feel to it.

Compared to the dark, oppressive, and religiously terrifying atmosphere of Diablo, it's not exactly the same, but rather completely unrelated.

That's understandable, since world-building is something that everyone designs differently.

If Kojima were to do this job, he'd probably end up with a Diablo full of Metal Gear Solid vibes.

It's also thanks to Lin Lixin's constraints that the overall framework wasn't reduced to a purely glamorous fantasy story.

But none of that matters.

Diablo I is not a lengthy, epic work.

Its narrative is very restrained.

It's somewhat similar to how Biohazard 1 is to the entire Biohazard series.

The concepts of the High Heavens, the Burning Hells, the Nephalem, the Seven Great Demons, the Angiris Council, the Worldstone, and so on, didn't even exist at this stage.

Just like in Biohazard 1, where the entire story takes place only in that little Western-style mansion. Lin Lixin put the proposal back on the table and nodded.

"Yes, well done. I've also finished up with ' Hotline Miami ' and will be here for the next couple of days, so we can officially begin development."

"You personally took charge?!"

Mike was startled.

He had initially thought that this project was Lin Lixin's way of testing their cultivation results and letting them solve it themselves.

Now it seems...

The Diablo project might be far more important than they realize.

"Of course, but Gamenova is busy with other things and can't get away. I'm the only one on this project. Is that enough?"

What the hell isn't enough?

Compared to Lin Lixin, anyone else who came would probably be just a drop in the ocean.

There's a pure, unadulterated beauty in the numbers. "By the way, we've actually already created a small demo; would you like to take a look?"

"Oh? Of course."

Mike led Lin Lixin to a development machine.

Over the course of several months, they certainly wouldn't just sit there idly working on the plot.

If you can easily turn what you imagine into reality, then you should naturally try your best.

After so much experience in outsourcing, they are no longer the same as before!

Just like the Straw Hat Pirates two years later! They've all undergone a complete transformation.

"Let me see how well you've done..."

Ten minutes later,

"Hmm, this is interesting... Okay, let's start all over again."

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