

We find that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers. To be clear, this is a philosophy rather than a tech limitation. “Our goal has always been to incorporate elements from shared world games without the game ever feeling like it’s veering into massively multiplayer territory,” Barriga wrote. There seems to be fear in the air regarding the online component of Diablo 4, not only from the days of horror that gave birth to the the infamous Error 37 in Diablo 3’s earliest runs but also an underlying uneasiness of MMO elements that may be at odds with the core feel of how a Diablo game should play.

Blizzard had a hefty new update for Diablo 4 yesterday, with game director Luis Barriga chatting about how story was being handled, open world activities that will see players brave the fiercest of challenges for some really nice furs that are soaked in demon blood and how the studio will handle the multiplayer portion of the game.
