
I think the idea of this game is too easy and I would like a great challenge is cool. I think the idea of I want to test my character is cool. Which is really fun and exciting the first time you do it, but isn’t something we really want to encourage people to do en masse.īut I think that the idea that there is greater challenge out there is cool. Yeah, I can beat something, but it took sixty minutes of kiting. We saw this some at release, where maybe you make a super tanky defensive build, which is effective, but not very funto play. What happens is players start… like it drives you into starting gameplay styles. a really quick way for us to prototype it is just to increase the monster power every time you clear a dungeon level, well how far can you get? and we prototyped endless dungeons internally, and we found um. There are implementation details that can make things difficult. Ģ:00 - Wyatt Cheng: We like the idea, the intent of what people want. You can see from their answer that they're basically describing how Rifts will work, but obviously without naming them in advance of the reveal. Josh Mosquera and Wyatt Cheng interviewed by in July 2013, a couple of months before Nephalem Rifts were announced. I’ve said one numerous occasions, in a perfect world, when a player sits down at their computer for the evening to play the Diablo the question I want them to say to themselves is “What do I feel like doing tonight?” not “Ok time to run Act 3 again”. I do hope that down the road we can find some way to make that idea a part of the content options players have at their disposal. Standing as the lone hero, or one of a party of heroes, against an onslaught of demons really sells the fantasy of Diablo, it’s just a matter of taking the seed of that idea and iterating on it to a point where it feels like it fits into the game as a piece and not just “the only thing to do”. I personally love the idea of an endless dungeon, don’t take that as a quote that I promised we are adding them though!Īt the heart of that idea is something really compelling, wave events, endless dungeons, hold out missions etc. We definitely have plans to expand the game in these areas. Travis Day: Replayability and ideas like Endless Dungeons come up a lot around the office.


Without naming Rifts in advance, the developers talked about more varied monsters, more varied layouts, allowing for long term play sessions in the same game, etc. In retrospect, the developer replies are clearly leading up to Nephalem Rifts, which were not revealed until late in 2013. The developers answered questions about Endless Dungeons many times after Diablo 3's release, always saying they liked the idea and were experimenting. Ultimately the developers created Nephalem Rifts which function much like an Endless/Bottomless Dungeon, as they allow for endless randomized replayability within the same game.

There has never been an endless dungeon in a Diablo game, and when asked about it the Diablo 3 developers answered with questions what do players want when they say endless dungeon? What sort of gameplay would that allow or create, and how could it be done better or more quickly?

The desire is for a play experience that never ends, or that grows steadily more challenging, as opposed to the usual Diablo-style play experience of repeating the same few areas of content in every game. A "bottomless dungeon" or "endless dungeon" is a common fan request for Diablo type games.
