“An expansion is not about fixing; it’s about evolving,” Diablo IV: Lord of Hatred’s Associate Game Director Zaven Haroutunian tells me. “And if we do our job, they are expanding and evolving toward solving existing problems. That’s a win-win. I look at our teams as being heavy hitters when it comes to this stuff. They’re operating at such a high level, and they’ve got enough experience under their belt where they can do just that.”
Diablo IV debuted three years ago, and like previous entries in the groundbreaking action-RPG series, it has been evolving and expanding ever since. From regular seasonal updates and overhauls of existing systems to new activities and a story-driven campaign in the form of Vessel of Hatred, there’s been a lot.
With that, Diablo IV’s second major expansion, Lord of Hatred, on paper might sound like more of the same, albeit supercharged. Instead of one new class, there are two, with the return of the fan-favourite sword-and-board-wielding Paladin and the new demonology-and-apocalyptic-fire-obsessed Warlock. And with the action shifting to the Mediterranean-inspired and ancient Amazon homeland of Skovos, you’ve got the ideal setting and all of the pieces in place to take on the titular Hatred head-honcho, Mephisto.
However, even with a well-received expansion already under its belt, and several game-changing seasons adding to and expanding the core experience, Diablo IV: Lord of Hatred still stands tall as the single most important update to the game since its initial debut.
It not only delivers an engaging, action-packed conclusion to the story but also changes, updates, evolves, and touches just about every part of the game. There’s a confidence here that is immediately noticeable, a sense that the Diablo IV development team was firing on all cylinders with a clear understanding of what works and what needed work. Again, not about fixing, but evolving.
“Here’s an example,” Zaven Haroutunian continues. “When we’re adding the Horadric Cube, which is this thing that’s going to evolve and expand our crafting beyond anyone’s wildest imagination, in the process of doing so, it’s also significantly upgrading our itemisation systems. Without the Horadric Cube and without an expansion like Lord of Hatred, you don’t get that. And this is true of every single feature, from the new Skill Trees to War Plans and, well, everything.”
Redefining the Endgame, One Town at a Time
You could say that the Diablo series, especially when it comes to the more recent titles, has always been a game of two halves. There’s the fun pick-up-and-play action-RPG that puts you in the middle of a cinematic story-driven battle between the Angels of the High Heavens and the Demons of the Burning Hells. Then there’s the other half, which in modern gaming vernacular is referred to as the endgame. The loot chase. That idea of putting together an incredibly powerful build that makes even the most challenging parts of the game feel trivial. Not in a bad way, either. In Diablo IV, it’s the feeling of becoming more powerful than any being or creature, no matter the size or how many horns and spiky bits they have on their carapace.
When it came to developing Lord of Hatred, which began development before the base game’s launch, the team knew early on that, for it to deliver, it would need to bring these two halves together and ensure that one informed the other, and vice versa. Now, this might be a strange concept because these two halves are still very much distinct. That said, the best way to describe this approach is to take a closer look at how the team at Blizzard approached and designed the new Skovos region’s main town, or player hub, called Temis. For endgame players, it’s the ultimate hub.
“Towns are always annoying to make in Diablo games, and that’s just been true as far back as my experiences on Diablo III,” Zaven Haroutunian explains. “Traditionally, you make them, and they generally end up serving the story. And then they tend to be awful deep into the endgame.”
“By the time we were making Temis, the game was mature,” Zaven continues. “We all knew what made a good town, but we also knew what the campaign needed from its town. The campaign doesn’t care about the exact positioning of a Blacksmith. We made a very early decision: the campaign can define the layout of Temis, but it doesn’t need to. For us, that meant building parts of the city in instanced spaces for the campaign, which made sense because Temis is on a mountaintop, so that can be the action-RPG hub.”
“On day one, we knew endgame was going to be a major focus,” Zaven says. “When we think about endgame, it’s not just a pillar for the systems and the action-RPG side for the ‘blasters’; it’s also an endgame for the narrative. So, having that be this unifying thread between these two parts of the game and these two audiences, everyone’s going into this with the same sense of finality and resolution.”
War Plans bring Balance, Focus, and Context to the Endgame
As Diablo IV: Lord of Hatred’s development began, the continual evolution of the live game informed Lord of Hatred’s design in unexpected ways. For example, the game’s Infernal Hordes activity, a rogue-lite-style horde mode that added player choice and agency to the idea of fending off waves of enemies, was originally going to be a part of the expansion.
“Throughout the entire development of Lord of Hatred, the number of activities varied, is the right way to put it,” Zaven Haroutunian tells me. “Part of this was because we had such a long start on this project; we’ve been developing it in some way since before the base game launched, so it’s been cooking for a while. And along the way, some things that were in prototype or development ended up being deployed early. It was like, a horde mode would be cool, but what would be even cooler is if we ship that earlier.”





