Diablo Immortal's delay occurs amid Blizzard working through the aftermath from an unrelated states of California lawsuit that asserts Activision Blizzard fosters a culture in which harassment and D2R Items sexual discrimination are far too common. In response to Activision Blizzard statements that CEO Bobby Kotick later said were "tone deaf","
A large number of former and current Blizzard employees signed an open letter demanding changes and even went so far to stage a walkout. In light of the lawsuit's allegations, Blizzard president J. Allen Brack announced that he would leave the company.
Diablo was the subject of one of the initial sessions of the first day at BlizzCon the year 2008. and it plays the lead role in one of the last. While the first was mostly focused on explaining the skill set of the new Diablo's new member--the wizard -- the second session was heavily focused on the game's concept of design by Blizzard the demon-themed action role-playing game.
Diablo principal Designer Jay Wilson and technical game director Wyatt Cheng returned to helm the panel as well as Cheng serving as a silent participant in the discussion. Like he did a few hours earlier, Wilson began by looking back on the development of Diablo.
Take note of the main aspects of gameplay in the series. Diablo, Wilson began, was a return to the role-playing game market providing a basic, action-based play experience that included random dungeons as well as item drops. Diablo's primary goal was to enhance the gameplay of the first, in addition to vastly expanding the game's universe.
With these things being in place, Wilson explained what they wanted to accomplish with Diablo. First and foremost, it was essential that they stayed true to the Diablo experience. "We wanted a game where when players played it buy D2R ladder items, they basically said, 'Yeah it's right.'"