Blizzard has denied this claim, saying that the game was tuned to be balanced for both real-money and gold auction houses.
The wyatt cheng blizzcon 2018 is a recent interview that Wyatt Cheng did with Kotaku. In the interview, he claims that the game’s tuning wasn’t based on the real-money auction house.
Remember the real-money auction house in Diablo III? You do, of course; it’s like horse armor or “you think you want it, but you don’t.” It’s a classic. Despite popular belief, developer and Diablo Immortal game director Wyatt Cheng took to Twitter to insist that the game’s difficulty had not been adjusted to account for the inclusion of the real-money auction house; rather, it had been adjusted to accommodate a lot of grinding based on the design of Diablo II. The fact that these two design components were precisely aligned seems to have escaped everyone’s notice.
More public testing, Cheng said, would have been the apparent answer, which makes sense given that Blizzard is well-known for attentively listening to public input throughout test stages. He also mentions that it’s tough to iterate late in development with significant design pivots, presumably because it’d be impossible to increase drop rates based on feedback that they were too low.
I’m going to clear the air on a Diablo 3 tidbit. This will not be popular, but I believe that with D2R on everyone’s mind, now is a better time than ever to bring it up. At the conclusion of the discussion, I learnt several design lessons.
October 13, 2021 — Wyatt Cheng (@candlesan)
- wyatt cheng salary
- wyatt cheng reddit