Blizzard’s Tiffany Wat (Production Director) and Rex Dickson (Lead Game Designer) talk about their inspiration behind the Dark Citadel, its unique challenges, and what players can expect in this exciting new adventure.
In the ever-evolving world of Diablo IV leads Vessel of Hate the Dark Citadel, which opens a daring new chapter in multiplayer gaming. This ultimate cooperative PvE challenge rewards groups of players who take on the intense dungeon battles and strategic boss fights that Diablo fans love.
However, the Dark Citadel is not just another dungeon – it is an exciting test of teamwork that pushes players to their limits and offers new opportunities to progress and master the game.
As the Dark Citadel’s demonic plans are revealed, Production Director Tiffany Wat and Lead Game Designer Rex Dickson discuss the inspiration behind their development.
What was the inspiration for the creation of the Dark Citadel?
Dickson: “We wanted to introduce something new and exciting, a feature that really stands out. The idea of creating a group finder was strongly driven by fan requests. And the Dark Citadel was the perfect opportunity to enhance the multiplayer experience. It allows players to experience Diablo in a unique way by solving challenges together in a cooperative environment – something that has never been done before.”
What: “The Dark Citadel has also allowed us to be innovative in terms of playstyles. It supports a wide range of player types and brings more cooperative gameplay into the mix. We wanted to create something that not only feels new, but also appeals to the different groups within our community.”
What makes the Dark Citadel different from other dungeons in Diablo?
Dickson: “The outstanding feature of Dark Citadel is its focus on multiplayer. It is designed so that two players can overcome challenges together, making it a social experience that focuses on mutual aid and problem solving. This cooperative element is what sets Diablo apart from all other games.”
What: “Another unique aspect is the weekly dungeon reward reset. This mechanic gives players a reason to return and complete the dungeon each week, as the exclusive rewards are only available in the Dark Citadel. This keeps the content fresh and exciting and encourages players to keep coming back for more.”
Dickson: “Especially since the reward cache can contain very rare and hard to find items. The highlight will likely be the unique cosmetics and transmogs that are only available in the Dark Citadel. We look forward to giving players the opportunity to showcase their achievements as they explore the world of Sanctuary.”
What can you tell us about the enemies players will encounter on the different levels of the Dark Citadel?
What: “We’ve introduced a whole new family of monsters: the First Khazra. They’re often referred to as the goat-men of Sanctuary. But they’re not just any Khazra; they’re the ancient and original Khazra that emerged long ago in Sanctuary’s history. For long-time fans of the series, this will be an exciting and new perspective on these iconic enemies.”
Dickson: “As Tiffany said, the Ur-Khazra are the heart of the Dark Citadel. And the challenge they pose will be exciting. The bosses that rule each of the three wings of the Dark Citadel are some of the coolest we’ve ever designed.”
What unique challenges will players face in the Dark Citadel?
Dickson: “The Dark Fortress offers a wide range of challenges, from visual puzzles to mechanics that require precise timing and skill. Some parts of The Dark Fortress will test reflexes, such as when players must parry a boss’s shot at just the right moment. Other challenges require a high level of communication and teamwork to ensure that player and teammate are always in the right place at the right time. The variety of mechanics ensures that there is always something new to master and the gameplay remains fresh and exciting.”
Can you tell us a bit more about developing co-op mechanics that fit into the world and gameplay of Diablo IV?
Dickson: “Integrating co-op mechanics into the world of Diablo IV was a fascinating challenge. It’s important for us as developers to try new ideas and offer players a new experience. As such, Dark Citadel offers some mechanics that are completely new to the series and may feel different than the traditional Diablo experience. We believe these innovations will be well received because they offer something that has never been seen before.”
Were there any funny moments during the playtests?
What: “There were definitely some fun deaths during our playtests. I remember one moment when our group was learning the mechanics of a boss for the first time. We failed – multiple times. The funny thing was that our whole group died at the same time. This caused a lot of laughter and playful finger-pointing as we tried to figure out what went wrong. These moments of failure are actually some of the most memorable and fun, as they add another dimension to the gameplay that we haven’t experienced in Diablo. When we finally figured out the mechanics and defeated the boss, it was an incredible sense of achievement. But these moments of collective failure were just as fun and memorable.”
What tips would you give new players to survive the dungeons?
Dickson: “The most important tip for less experienced players is to make sure that equipment is fully hardened and upgraded as much as possible. This can significantly increase the chances of survival. It is also worth looking online for advice on optimising equipment to ensure that the character is ready for the challenges ahead. We have designed the game to guide players from the end of the final campaign to the start of the Dark Citadel, offering guidance along the way to ensure that the build is at the right level. The Dark Citadel is set on Torment difficulty, so you should be well prepared when you reach it. And of course, having a group of friends with you can make a huge difference.”