Today we talk with Jay Wilson about the design philosophy behind Diablo 3, and fanâ€™s reactions to the game. Jay, what was your design philosophy behind Diablo 3? Jay: All of the design decision really came from looking at Diablo 2 and what players did there and what players wanted to do. I think one of the things we really tried hard not to do at Blizzard is make a lot of assumptions about what players wanted in a sequel to Diablo 2. Weâ€™d say: â€˜Donâ€™t go against what our players are trying to do. Letâ€™s see if we can find a way to enable what they want.â€™ If something wasnâ€™t fun, we didnâ€™t want it in the game. A great example is the way crafting worked in Diablo 2. All of the recipes for the Horadric Cube like upgrading items and adding sockets â€“ it just wasnâ€™t fun, so we cut all of that out of Diablo 3. You mentioned that you looked to Diablo 2 for inspiration. Exactly what impact did Diablo 2 have on your design philosophy for Diablo 3? The Diablo games are about super powerful characters hacking and slashing their way through mobs of enemies to get loot, which is completely different to, say, an MMO like World of Warcraft. We wanted to continue in Diablo 2â€™s footsteps by creating a fresh hack and slash title, so we employed the most talented people from World of Warcraft to share their experience in making hack and slash titles to work on Diablo 3. One of the requirements for Diablo 3 was â€œfunâ€. How did you determine what the player thought was fun? We realised that for a lot of players, the goal was to create really powerful characters to be efficient at finding loot. In Diablo 2 the player had to carefully choose their skills and attributes to make the most efficient character possible, which required knowledge and patience. This was time consuming and just not fun, so we removed the ability to assign attributes, got rid of skill trees and added the skill respecs. Itâ€™s great because attributes and skills are now assigned to a character at each level of progression. Basically the goal that most players were aiming for is now handed directly to the player so they donâ€™t have to waste time building a unique character or finding the perfect balance between power and efficiency. A lot of players feel that the game is very â€œgrindyâ€ in that they experience the same content over and over again. What are your thoughts on this? We capped character progression at level 60 so players would not feel like they had to grind out levels to become more powerful. Paragon levels were added to make up for the low level cap. At each Paragon level, your character becomes more powerful. At Paragon level 100, players donâ€™t have to bother with things like magic find â€“ which we wanted to remove from the game completely because of its impact on finding legendary items from breakables in the game. Instead, we removed magic find from breakables. And finally Jay, what would you like to say to those that think Diablo 3 could have been better if you had just built upon Diablo 2â€™s success? F*ck those losers. Join us next week when we interview Jay about Diablo 3â€™s item system.