Not to exactly disagree, but Dave Brevik was far and away the chief architect of D1 and D2, with much formative assistance from the Schaefers. (He was equally to credit for the design concept of HGL, for better or worse.) There was some consideration given to calling it "Dave Brevik's Diablo II" since it was back in the "John Romero's Doom" and "Sid Meyer's Civilization" etc. Dave nixed that since he didn't want it to not be a group project/credit (I talked about that with Ben Boos, though it didn't get into his interivew. I don't think Blizzard would have gone along with that, even if Bliz North had decided to argue for it.)These two gentleman, the Schaefer brothers did give us one great game, Diablo. That's theirs and theirs alone (along with David Brevick). No one can take that from them. Blizzard bought their company shortly before the release of Diablo. So it's important to remember Diablo is not really a Blizzard creation.
But the vastly more successful Diablo II was a different matter altogether. That's Blizzard baby and a completely different game to Diablo. The brothers where just two of 5 designers and Blizzard/Vivendi were on top of production
Dave: I originally designed the game and came up with the idea when I was in high school. It got modified over and over again through the years, and eventually in college I played a game called Angband. It was originally called Moria, but it got renamed to Angband, which was Tolkien-esque. It's the mines of Moria, just like in the movies when they go into the caves. I guess it's in book 2, but anyway.
So yeah, the idea was we were going to go against this Greater Evil. In the game you went after the Balrog, so we needed to come up with the equivalent of a Balrog, which in the game is called Diablo. Which is named after, I lived at the base of Mt. Diablo in the East Bay, and I knew what the name meant (Spanish for "devil"), and, "We're just going to call our monster Diablo."
So when Erich (Schaefer) and I were working on it, he was doing a lot of the art design and things like that, and we started coming up with a list of the monsters we wanted to get, and it wasn't really intentional that Erich and I sort of leaned towards a gothic feel to the world. It was like, we're going to have this main bad guy in the one town, and the town's going to be kind of this English countryside, church-y, small village feel to it, and we're going to have this bad guy Diablo. Erich just started making up monsters, and we're going to have skeletons and zombies and things like that, and we came up with the Skeleton King and we started putting them in the game and people just started latching onto that. There was kind of a general transition into it. The story and the lore grew as we designed the game. It wasn't like we sat down and came up with a game and started making art for the story. It was almost like the reverse, we came up with the art and game and we put a story into it.
Read the rest of the thread.correct me if im wrong.. but isnt mythos by the same people who made diablo 2 that left blizzard to make their own company?
I hate to break it to you guys, but a blue-light cobblestone dungeon is going to look the same in ANY game.![]()
Much like a game in the rpg genre that's click and kill isn't a clone. It'll be the same game play regardless.I hate to break it to you guys, but a blue-light cobblestone dungeon is going to look the same in ANY game.![]()
Mythos was nearing completion but ultimately axed when Flagship went out of business.Mythos sounds like another DN:F to me. Problem is competition, the game is getting old already and it should have been out by now. I mean 'Starting in 2007, the game had been in an ongoing closed beta testing stage,' - from wikipedia. That's nonsense.