Initially conceived as a drastically different game, Diablo 4's early development saw it envisioned as a more action-oriented, roguelike experience, according to Diablo 3 director Josh Mosqueira.
Diablo 4's Near-Miss Roguelike Identity
Ambitious Design Challenges Led to a Shift in Direction
A recent WIRED report, drawing from Jason Schreier's book Play Nice, reveals that Diablo 4's early iterations, under the codename "Hades," were a far cry from the final product. Mosqueira, aiming to distance himself from the perceived shortcomings of Diablo 3, sought to reinvent the franchise.
This "Hades" version featured a third-person perspective, Batman: Arkham-inspired combat described as "punchier," and, significantly, permadeath. While Blizzard executives initially supported this radical departure, several hurdles emerged.
The ambitious co-op multiplayer aspects proved particularly challenging. As development progressed, internal debates arose questioning whether the project retained its Diablo identity. Designer Julian Love's observation – "The controls are different, the rewards are different, the monsters are different, the heroes are different. But it’s dark, so it’s the same" – highlights the internal struggle. Ultimately, the team concluded that the roguelike direction would essentially create a new IP.
Diablo 4 recently released its first major expansion, Vessel of Hatred, which takes players to the ominous realm of Nahantu in 1336, exploring Mephisto's machinations. [Link to Diablo 4 DLC review]