The Long Wait for New Diablo Games: A Comparison with Omega Force
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Chapter 1: The Prolific World of Omega Force
As an avid enthusiast of hack-and-slash RPGs, both Diablo III and the Dynasty Warriors series frequently occupy my gaming schedule. These titles deliver countless hours of exhilarating gameplay, keeping players captivated for extended periods with their blend of experience points, skill trees, and an abundance of new weaponry to discover.
In contrast, if you’re in search of fresh content, the Warriors series seldom makes you wait. Koei Tecmo, along with their internal team Omega Force, has mastered the art of game development. With a steady stream of core titles and licensed spin-offs, a new game is almost always on the horizon. Even the licensed versions typically offer around 30 hours of new adventures, and the vast array of characters, move sets, and randomized loot drops often lead to even more gameplay.
Diablo III has seen a consistent flow of downloadable updates since its initial launch in 2012. The game has benefited from console adaptations, a revamped loot system, and the introduction of the well-received randomized Adventure mode. It has also seen two minor paid expansions and periodically receives new content thanks to its seasonal feature.
Blizzard has announced plans for an Alpha version of their Diablo II remaster this year, along with a release date that remains uncertain. However, given their history, I'm skeptical about this timeline.
Chapter 2: Blizzard's Development Challenges
Blizzard’s notorious quest for perfection has left fans waiting for a truly new Diablo game. Presently, they have three titles in the works: Diablo IV, Diablo Immortal, and Diablo II Resurrected. While the latter is projected for release in 2021, the other two have even less certainty, despite being showcased for several years.
Conversely, Omega Force and Koei have humorously launched 22 new titles in the Warriors franchise since the debut of Diablo III in 2012. Although early titles in the series were often criticized as mediocre, recent releases are recognized as high-quality action RPGs.
For instance, Persona 5 Strikers recently hit the West, receiving critical acclaim with a Metacritic score above 80. Similarly, last year's Hyrule Warriors sequel, Age of Calamity, despite some performance issues on the Switch, has been lauded as an excellent action game. The quality trajectory of the series can be traced back to Dynasty Warriors 7 in 2011, which was the first time I felt the franchise had truly evolved beyond a mere tech demonstration.
Despite having greater financial resources and a talented development team, Blizzard appears to struggle with effective leadership and the drive to finalize and release games. Following a series of high-profile departures and public relations challenges, they enlisted Rod Fergusson, a veteran designer known for his work on Gears of War, to help steer Diablo IV's development. For the first time in a while, I feel a glimmer of hope for this project, especially after reports of numerous overhauls in its development process over the past decade.
While gamers often champion the idea of perfectionism and releasing games "when they’re ready," the reality is that video game development is both an art and a business. This perfectionism can lead to exhausting work hours and projects that either never launch or suffer from disastrous releases, as seen with Cyberpunk. Companies like Nintendo have found success with delays, but they also ensure a steady release of new titles each year.
Games need to be released to fulfill their purpose. An obsession with perfection can trap developers in an endless cycle. Constraints can foster creativity and allow overworked employees to enjoy breaks when a project wraps up. John Carmack, co-creator of the iconic Doom, once acknowledged the adverse effects of this mindset, emphasizing that imperfection is acceptable, especially in massive collaborative projects involving countless components and code.
Although I've relished playing each of Omega Force's 22 titles over the past decade, they may not be "perfect," but no game truly is. Their ability to adapt and innovate in response to player feedback, coupled with experience across various console generations, has refined their craft to a level that critics now recognize. Meanwhile, three different Diablo titles remain ensnared in a peculiar limbo. If they eventually release, they may be enjoyable, but they will also likely face the burden of unmet expectations stemming from a decade of anticipation.
The success of modern early access games like Valheim illustrates that today's gamers are more open to engaging with imperfect products, provided the fundamental elements are solid. This game emerged as a surprise hit, thanks to its well-designed core, without the decade-long hype that often accompanies major releases.
It's high time to abandon the "when it’s done" mantra in favor of realistic timelines and effective management, enabling development teams to create games in a healthier and more efficient manner. The fact that a smaller Japanese studio can vastly outpace a renowned developer like Blizzard speaks volumes about the efficacy of their differing approaches.