A closer look
Imagine if the ultimate action-clicker RPG played like an aggressive game of chess. David Brevik originally designed Diablo as a methodical, turn-based roguelike that took heavy inspiration from tactical PC games. The Blizzard South executives forced his team to test a real-time combat version, arguing nobody had the patience for turns anymore. Brevik coded the change in one weekend, clicked a skeleton in real-time, and accidentally birthed the modern action-RPG genre.






