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'Diablo': A Classic Game Postmortem

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Further reading 1

Caption notes

David Brevik recalls Diablo’s transformation from a turn-based single-player proposal into an action game with online play. He explains palette lighting, draw order, playable prototypes and feedback, while acknowledging underestimated budgets, networking work and cheating. Battle.net’s connection service and the game state on players’ machines have different responsibilities. A lightweight service did not make the clients trustworthy. This is a retrospective account, and Brevik explicitly flags several uncertain memories.

Public machine transcript (may contain transcription errors) ↗
Original passages · 2
we just handled the kind of these connections
'Diablo': A Classic Game Postmortem · ▶ 57:55–57:57
going client-server and for Diablo 2 was definitely necessary
'Diablo': A Classic Game Postmortem · ▶ 39:35–39:38

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