Initially conceived as a drastically different title, Diablo 4's development underwent a significant shift, according to Diablo 3 director Josh Mosqueira. The game's original design, revealed in Jason Schreier's "Play Nice," envisioned a departure from the series' established action-RPG formula.
Mosqueira's vision for Diablo 4, under the codename "Hades," was a bold reimagining. This iteration would have featured a third-person perspective, mirroring the action-adventure style of the Batman: Arkham series. Combat would have been more dynamic and impactful, described as "punchier." Crucially, the game would have incorporated permadeath, a significant departure from the series' norm.
While Blizzard executives initially supported this innovative approach, several challenges emerged. The ambitious co-op multiplayer elements, inspired by the Arkham games, proved particularly problematic. The team grappled with the fundamental question: was this still a Diablo game? Designer Julian Love's observation—"The controls are different, the rewards are different, the monsters are different, the heroes are different. But it’s dark, so it’s the same"—highlights the internal debate. Ultimately, the feeling that the roguelike Diablo 4 would be a distinct IP led to a shift in direction.
Diablo 4's recent release of its first major expansion, Vessel of Hatred, offers a stark contrast to this original concept. Set in 1336, Vessel of Hatred plunges players into the machinations of Mephisto, one of the Prime Evils, within the ominous realm of Nahantu. This expansion showcases the final iteration of the game, a far cry from its initially envisioned roguelike predecessor.