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Diablo V promises a complete endgame at launch - and saves its complexity for it

Shely calls it "deferred complexity". What the endgame is, he did not say.

Original HellCodex illustration. Not official Blizzard artwork.

Diablo IV launched with an endgame many players found thin, and spent seasons building one. Speaking to TechRadar at BlizzCon, Joe Shely described Diablo V's answer as "deferred complexity", in service of "our commitment to have a complete end game for those players at launch":

By deferring some of the complexity of the systems and itemization later into the endgame, we can deliver the depth and mastery elements that our players who love the endgame enjoy without overwhelming our players who are enjoying spending a lot of time in the campaign and exploring the world.

Narrative director Jennifer Hepler described how that splits the team: "People who love campaign are working on campaign, and the people who love systems are working on the end game."

What that does and does not tell you

It tells you the campaign is meant to be the gentler slope, and that the deep end of itemisation is meant to open up after it. It does not tell you what the endgame consists of - no activities, no structure, nothing about seasons. "What the endgame consists of" therefore stays on the list of things Blizzard has not answered; only the promise that there will be one at launch has moved.

A promise made three years out is worth recording precisely because it can be checked. It is filed as a developer statement: Shely said it, on the record, and no Blizzard post has said it yet.

Verification

Sources

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