Best of all was, a free online service that matched up players from around the world and dropped them into gloomy dungeons punctuated by encounters with mobs of demons-turned-piñatas.Ĭynics knocked Diablo for its simplicity. D&D was cool, they said, if you were a nerd who enjoyed whiling away Saturday nights holed up in your mom’s basement poring over arcane rulebooks.ĭiablo resurrected CRPGs by delivering a frenetic hack-and-slash adventure that could be played with nothing but a mouse: click to move, click to attack monsters that spat up new trinkets-maybe something grand, maybe something cursed-like slot machines. Every publisher they approached handed them a death certificate declaring the computer RPG dead and buried thanks to droves of slow and buggy titles burdened with the Dungeons & Dragons license and outdated graphics that paled in comparison to blazing-fast games like Quake. When Blizzard North co-founders David Brevik and Max and Erich Schaefer hit the show floor at Summer CES ‘94 to pitch an RPG with randomly generated loot and levels, no one bothered to tell them they were shopping around a corpse.
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