Diablo 3′s Seven Design Pillars

Posted 29 January 2013 by Flux

When DiabloWikiJay Wilson announced his departure from Diablo 3 I read over a bunch of old interviews with him, both to update the wiki article and to refresh my memory on Diablo 3′s development. This interview with GamaSutra from right around the time of the game’s launch last year, had some good stuff, but I especially wanted to highlight the Seven Design Pillars and reflect on how they were incorporated and executed in the game.

Here’s the quote from the interview:

Did Diablo III have an official design document?
Jay Wilson: No, not really. I certainly had a PowerPoint that I put together, which described high-level pillars of the project, and was seven things that we considered to be the core of the game.

Do you remember what those were?
Jay Wilson: Those seven things were: approachable, powerful heroes, highly customizable, great item game, endlessly replayable, strong setting, and cooperative multiplayer.

We basically said these are the pillars we have to live by. Each one has a description of what they mean. And any time that we have a question about what the game should be, we just look back at those pillars. And that was our goal. That was how we set the project up.

We had some others, too, that were more [about] what we’re adding to the project. And they were more feature-based, so for example, the PvP mode was one. The bigger focus on RPG elements was one, because we wanted it to be a more story-based game, without getting in the way of the action. So there were a few more like that.

Let’s take those one by one, shall we? But first a vote. You can pick as many options as you like, so click all of the Design Pillars you think D3 did a good job living up to.

D3's Design Pillars. Vote for as many as you think were done well.

View Results

Loading ... Loading ...

1) Approachable

They certainly succeeded with this one, though many of our most heated pre-game arguments were about “dumbed down” vs. “accessible.” (For instance, decisions they made regarding skill points, manual stat points, freespecs, skill runes, simplified item modifiers, and more.) I often felt (and argued) that the devs were overly simplifying the game and risking a loss of depth and complexity, and as best I recall comments were often largely in disagreement with me and in support of JW and crew.

It’s a debatable issue; I think the game was very well done on approachability in say, Normal difficulty, but that it didn’t ramp up enough on complexity (retaining very basic itemization, lacking of meaningful monster changes to resistances/immunities, etc) in higher difficulties.


2) Powerful Heroes

I think they did well on this. The custom resources and skills designed to always work, removing D2′s “you’re out of mana so now you’re helpless” issue (which went away with good gear in the late game, but made the early going quite a chore for the untwinked). If there’s a complaint here it’s a lack of balance and equivalence… perhaps now that JW, Barb fan #1, has moved on, we can see some long overdue nerfs to the one far and away most OP build in the game, while other chars get some buffs to match?

I don’t see why anyone would argue this; all you Barb players have already spun2wun your Paragon 100s and grown bored with the silly double tornado build. You’re probably hoping for a big nerf that would give you an excuse to play a “real” class, huh? *ducks*


Click through for points 3-7, and hit the comments to offer your own opinions.

3) Highly Customizable

This one can also be argued both ways. The Freespecs skill system allows for huge variety, as any build can change completely in a blink. On the other hand, most players feel there aren’t enough viable different builds, and there’s plenty of argument that freespecs actually reduce diversity and customization, since everyone just ends up changing to do more of less the same thing, rather than working to find ways to make different builds viable, as you did in old fashioned games like D2 where you couldn’t just change all your skills around.

You could also point to the very generic item system as creating a lack of customization, since there aren’t any items that really have unique properties and open up whole new builds or styles for any characters. Likely we’ll see much more variety in those areas in D3X, but we can only review the game we have at this point, and in Diablo 3 there’s a terrible lack of item diversity, with virtually every character and all five classes seeking the same few mods on all of their gear. During development we saw mods such as +%spell damage, faster cast rate, elemental damage types that did more than change color, attributes that were useful to all classes, and much more that was simplified away before release.


4) Great Item Game

On this one I think there’s fairly general agreement that the initial product fell very far short. Even aside from the pathetic state of Legendary and Set Items at release (still fairly lacking with a handful of legendaries sought by every class and 90% of no use at all), all five classes use the same few offensive mods, leech and LoH work on everything (ranged, spells, etc), more complicated D2 mods like DiabloWikiCrushing Blow and DiabloWikiOpen Wounds (which stopped monster life regen) are nowhere to be seen, cold damage and stun and other CC (from weapons) is irrelevant, the elemental types are identical in function (but not color), the same offensive mods work on every type of item, etc.

The devs did a nice job creating and modeling so many different item types, but they fell way short on making them actually work in different ways.


5) Endlessly Replayable

Everyone’s got a different opinion on this, but I’m still enjoying the game. Plus I let enough natural light past my rose-tinted D1 and D2 glasses to remember that those games were FAR more repetitious than anything in D3.

The lack of diversity in items and builds cuts into this one a bit; I sometimes wish I were playing HC (as Xanth keeps urging me) just so I’d have a reason to reroll a character one day. On the other hand, it’s nice to be able to change around my character’s skills and gear to set them up for fast farming MP0, or more sturdy hunting on MP2, or key farming on MP5+.

This question seems to revolve more around the game world though, and that’s open to argument. D3 obviously gets quite repetitive, especially once you’re farming and feeling like 5 or 6 levels in Act 3 is the only place worth doing it, but that’s still 4 or 5 more levels than were worth farming in D2. My opinion is that D3 didn’t do a great job on making the areas feel different and new endlessly, though it’s a big step up from the old, more-static system of D2.


6) Strong Setting

This was hard to miss on, as Diablo and Diablo 2 had created such an archetypal world in Sanctuary, with a grim, dark, gothic feeling (even when expressed in very bright deserts and neon-colored monsters). I think D3 did a pretty good job of this, though I’ve never felt the level of immersion and creepiness that I did in most of D1 and much of D2.

I think a lot of that is due to D3′s very subtle music, compared to the much louder and more present and immersive tracks Matt Uelmen created for the previous games. It’s hard to say, though. D3′s got some great level art and visuals; I clearly remember leaning in really close to the monitor to try to get a better look at all those chained skinned titan things when I first worked my way down the tower levels in Act 3.


7) Cooperative Multiplayer

And we end on a low point, since this is one area where they failed quite noticeably. Yes, you *can* play D3 with other players, and the auto-party options with friends are nice, and them (finally) enabling Monster Power in public games in v1.07 should help as well.

That said… I’ve never felt the sort of online community on Battle.net or in games that I did with previous Diablo titles. The initial chat channel implementation was terrible, in-game chat has always been bad, the Auction House’s efficiency turns trading into a soulless automated activity, the four player limit keeps games small and quick, the lack of proper experience or item rewards scaling in parties discourages co-op, the lack of game names or a proper game creation system is lame, the matchmaking quest system doesn’t work well everyone endlessly creating “Kill Azmodan” games and then doing everything but, and the problems go on and on.

All of those features/changes probably seemed like good ideas on the drawing board, and most of them are clearly technological improvements, but they conspired to create the same Battle.net ghost town effect that Starcraft 2 has suffered. I don’t know if more or less tech is the answer — the simple IRC-style chat rooms we had in Diablo I in 1996 gave vastly more social value than every B.net 2.0 feature combined — but on this design pillar at least I think the devs came up very short.

  • i only think “approachable” hits the nail on the head -

    i also thought powerful heroes for a second – but you need the feeling of always being in control for that to be true.

    but in d3 is much slower, plagued with lag and assetloading stutter and has an incredible poor pathing for everything movement-related ; especially noticeable on skills like teleport, tempest, vault.

    than there is unavoidable melee attacks which still hit you even though you are already 20 yards away, vortex and jailer.

    that being said i dont feel powerful at all in diablo 3 – i feel being gearchecked.

  • im starting to really wonder (and im probably way late on this) how much of that “simplification before release” was to hold things back for the expansion. not trying to be cynical, just from a business pov, they are much better off selling two games rather than one especially considering the on line free to play model.
    what also makes me think that is some very simple details (which were in D2) which could add so much depth to D3; ability to equip armor to followers, adding sockets to items, more diverse gems/runes.
    yeah, i could just go and play D2 but i really like the look and feel of D3. it just gets frustrating playing a game that has one hand tied behind its back.

    • I doubt, that they will/can change the way skills are handled (need to put points, that are permanent), which is the biggest flaw in Diablo 3.

  • +8
    FacelessOne

    The sad true is that only thing which can pull out D3 from the current state is expansion. They are trying to improve game in every patch but it is not enough. Furthermore it can’t be done by using patches. Devs wasted to much time on experiments concerning D3 during developing as if they didn’t know what to do.

    • I think that’s the case, but how are they going to fix itemization? I’m wondering how the items could be made better so there’s more variety and decent chances to use a lower ilvl item. Brother Laz said to dota-ize them, but how effective would that really be? I just hope they don’t introduce new tiers of items that effectively destroy any sense of progression.

      I’m really interested in what you guys think.

      • The one thing I really miss from Diablo 1, that hasn’t shown up in anything else AFAIK, is capped player stats and items with stat requirements.

        It meant, for example, to wear a FPM with 90 str req on your sorcerer, you had to find gear with +45 strength on them. Given the paucity of item slots available, this meant you went in search of a very narrow range of items, and the difference between +19 or +20 on a zodiac jewel would mean the difference between wearing or not wearing the FPM (compared to D2 and D3, where perfection on an item gives bragging rights only).

        But, going FPM wasn’t the only option for your sorc. You could go artillary style and go with Naj’s Light Plate etc.

        Basically the capped character stats forced you to search for particular items, and make choices: do I want the plain zodiac ring so I can wear my FPM, or will I swap to a jade ring of stars + obsidian helm of stars, which has less overall AC but more resistances. D2 never had this, because you could just increase your stats as much as you wanted. Hellgate never had it, because stat points were so easy to come by and again they didn’t have a limit on any particular type. D3 doesn’t have it because there are no stat requirements on gear.

    • I agree. With over a thousand hours logged in this stupid game with the hopes of it getting better, I have simply stopped playing beyond checking auctions a few times a week.

      The expansion is the only possible salvation for this franchise at this time.

      Those seven pillars sure are cute: just reaffirms that Jay did everything in his power to not incorporate those seven “pillars” into the game.

  • items bad!!! rabble rabble rabble!

  • *ducks*…

    love it lol!

  • Being reminded of the “pillars of design” rubs me the wrong way all over; at this point it really emphasizes what an utter failure the game would turn out to be, and not just from fans’ expectations. It also serves to remind me how blindly confident I was that this game was going to succeed, back when I used to devour every little tidbit of information.
    Fail. On almost all accounts except for good, smooth arcade-style gameplay– which, oddly enough, is not a ‘design pillar’.

    • “Utter failure”?

      From what I can tell by the sales figures and the amount people still play the game, you are utterly wrong.

      • If your definition of success for this game is sales figures then we will surely have to agree to disagree and mind each other’s points of views.

      • +14
        FacelessOne

        We don’t have correct data, relation of sold games to constantly playing people. And the number of bots.

        Yep, they scored financial success but I think that people wont jump on expansion as they did on the game, and this is definitely not success.

      • People still use the “sales figures” argument ?

        Also, pray tell, exactly how many people are still playing it ? I figure you must have some “players figures”. Oh, no ? It figures.

        • +12
          Loopysnoopi

          It’s also just wrong. ATVI peaked for the year the day D3 came out.

          It basically killed the stock despite blops and pandas. Fanbois may have been impressed by the booking of millions of wow sub giveaways as “sales”, but investors don’t have the luxury of stupidity, and clear called the game a flop.

      • Century you know what he means stop trying to be a wise guy please. His comment has got +14 likes while yours has +1. We don’t need trolling posts like this they add absolutely nothing to the discussion.

  • I just don’t understand how a professional dev team could have such a well-defined list of core features that would make a great ARPG could manage to produce a game that misses the mark so spectacularly on most of them and even downright designs counter to some of those principles.

    • +8
      har-d-har-har

      It failed for many reasons, but a few more obvious ones:

      - None of the leads had been a lead on an ARPG before (most had never worked on one, period)

      - Upper management meddling verging on sabotage (I seriously doubt Jay wanted the RMAH)

      - A general yes-man culture at blizz which discourages “rocking the boat” with challenges to bad design calls and encourages political sucking-up

  • The center pillar is missing: RMAH.

    • Exactly, pretty sure this was the secret main pillar.

    • IIRC, it wasn’t a pillar, it was the cornerstone.

    • I’d say RMAH was the foundation and they later discovered that the original pillars didn’t really fit on that foundation so they ignored them. Why is RMAH so important to them? Basically they decided that since there would be a black market in accounts and items, then they wanted to bring it inhouse and gain control and get their cut. Sadly, security is so bad that bots and duping have destroyed the economy. So the main foundation has failed.

      A couple of examples of failed pillars:

      Great Items:

      The game is item-driven. If item drops and crafting are rubbish then we seek alternative sources: AH and RMAH. The game forcibly directs us to the AH. We can, of course, ignore AH and try to find gear and improve our chars that way, but progress is so slow we lose interest.

      Customization:

      Automatic stat allocation plus ‘all skills/runes always available to all members of the same class’ means that the only difference between your character and mine is the gear we are wearing. This affects replayability: I can’t make different versions of my character (e.g. fire mage, frost mage), so I don’t feel the need to start a new character version from scratch.

      Replayability:

      The ‘random’ areas are so similar to each other that we know where the entry and exit will be, so farming runs are even more tedious.

      I’d say that some of those are expansion-killers. The game is so deeply broken that a rewrite would bring more benefits than an expansion can.

      For me, one of the most successful parts of D3 is the achievements section, especially the challenges, and I don’t know where that really fits into the pillars. Replayability?

      I also very much like the usefulness and entertainment value of the followers: much better than the hirelings in D2. Maybe that’s in the customization pillar….;)

  • The game is approachable. The rest is fail, some more spectacularly than others.

  • I. money, II. profit, III. low-cost, IV. more money, V. revenue, VI. monetary benefits, VII. even more money.

    Seriously though, I couldn’t disagree any more with ‘powerful heroes’ one: Is it fun to disintegrate monsters or have their body parts fly over the whole screen with every swing? Certainly! Only for a few hours though.

    I’d much prefer the D1 ‘gothic horror’ approach instead, with a constant feeling of danger looming over your less (demi-)godly, more human character. There’s nothing wrong about learning powerful abilities when your hero has leveled up enough, but each punch of your level 1 n00b surpassing the big bang exponentially grows old really quick and – like the developers have complained multiple times – doesn’t really allow any complex enemy behviour patterns. Character power has to be balanced really carefully against challenge, I think, else it would have very negative impact on both gameplay and atmosphere, which ,unfortunately, D3 proves quite well.

    • This seems like the bigger issue, and you’re the first one to broach it. (I threw in vote option 10 but didn’t spend article time on it.) Were these 7 pillars adequate? Accurate? Intelligent? Even assuming they’d hit all 7 of them, would that have made the game we all wanted? Or were there other Pillars of more importance that weren’t targeted?

      My biggest complaint is that the game is too simple, in the long term. Not enough variety and complexity in the item system, monster strengths/weaknesses, etc. And that’s kind of related to the Endless Replayability, and Items, etc, but it’s a bit of a larger and deeper issue. And true, D2C didn’t at all hit that design pillar either, but grew into it via expansions and patches. D3 may do the same, but the much higher fan expectations upon launch make the learning/growing curve a lot steeper.