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SOJ Diablo · The Near Miss
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What was Diablo originally designed to be?

A turn-based claymation roguelike. Almost everything about it was overturned.

Read David Brevik's original design document, written at Condor in the mid-1990s, and you are holding a different game: turn-based, single-player, a DOS title with permanent death, expansion disks sold like booster packs, and graphics built as stop-motion clay figures. The Diablo that defined a genre is what survived a series of friendly coups against that document.

The clay look went first, on cost: Brevik loved how the arcade fighter Primal Rage looked, all stop-motion creatures, but shelved his version once he learned what it would take. Multiplayer and real-time came later, and the timing matters: contrary to the usual legend, Blizzard did not demand real-time at the pitch. The suggestion arrived after development had begun in earnest, from Blizzard South, and Brevik resisted it hard. He loved what he called the "delicious" drama of agonizing between turns.

So the studio voted. Brevik: "I voted no, but everyone else voted yes." Then he sat down on a Saturday afternoon, converted the game himself in a few hours, played it, and said out loud: "Oh my god, that was awesome." In his own summary, "sure enough, that was when the ARPG was kind of born."

THE DOCUMENT VERSUS THE GAME

What the vote changed
Turns to real-time
The design document's heart was turn-based combat with roguelike stakes. The real-time conversion, meant as a test, played so well that the document's core mechanic died in an afternoon.
Clay to pixels
Stop-motion clay models in the Primal Rage manner were the planned skin. Expense killed the idea before production; the game's gothic look grew from the tile grid instead.
Solo to shared
The document describes a single-player game. Blizzard's other insistence, multiplayer over the new Battle.net, turned the solitary descent into a social one.

THE ARTIFACT

The design's floor plan
Diablo American PC box art, 1996
Diablo · PC · 1996
Even the floor under the final game is borrowed: the isometric tile dimensions were traced directly from an X-COM screenshot, per Brevik's own account.
What inspired Diablo?Who made the Hellfire expansion?The full story: The History of Diablo →
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THE FIRST WORD

New pages and new pieces, first.