Blizzard’s Tiffany Wat (Production Director) and Rex Dickson (Lead Game Designer) discuss the inspiration behind Dark Citadel, the unique challenges it offers and what players can expect as they embark on this exciting new adventure.
In the ever-changing world of Diablo IV, Vessel of Hatred introduces the Dark Citadel, a bold new chapter in multiplayer gaming. This ultimate co-op PvE challenge rewards groups of players who can take on the intense dungeon battles and strategic boss battles that Diablo fans have come to love.
The Dark Citadel is not just another dungeon, however – it is a thrilling test of teamwork, with each encounter pushing players to their limits and offering new ways to grow and master the game.
As the Dark Citadel’s diabolical plans are about to be revealed, Production Director Tiffany Wat and Lead Game Designer Rex Dickson share the inspiration behind its creation.
Q: What inspired you to create Dark Citadel?
Dickson: “We wanted to introduce something fresh and exciting, a feature that really stands out. The idea of creating a party finder came from fan demand, and Dark Citadel became the perfect way to enhance the multiplayer experience. It offers players a unique way to engage with Diablo by taking on challenges together in a cooperative environment – something that has never been done in this way before.”
What: “Dark Citadel also allowed us to innovate in terms of play styles. It supports a wide range of player types and adds more cooperative gameplay. We wanted to create something that not only felt new, but also catered to the different groups within our community.”
Q: What sets Dark Citadel apart from other dungeons in Diablo?
Dickson: “The main feature of Dark Citadel is its emphasis on multiplayer. It’s designed so that two players can face the challenges together, making it a social experience where helping each other and solving problems are key. This cooperative element really sets it apart from everything else in Diablo.”
What: “Another unique aspect is the weekly reset of rewards. This mechanism gives players a reason to return each week and complete the dungeon, as the exclusive rewards are only available in the Dark Citadel. It keeps the content fresh and engaging, encouraging players to come back for more.”
Dickson: “Especially since the cache of rewards can contain very rare and hard-to-find items. The highlight for many players will likely be the unique cosmetics and transmogs exclusive to Dark Citadel. We are really looking forward to players being able to show off their achievements as they explore the world of Sanctuary!”
Q: What can you tell us about the enemies players will face in each level of Dark Citadel?
What: “We have introduced a brand new monster family: the First Khazra. They are often called the Goatmen of Sanctuary, but these are not just any Khazras. They are the ancient and primal Khazras from long ago in Sanctuary’s history. For fans of the franchise, this is an exciting and fresh take on these iconic enemies.”
Dickson: “As Tiffany says, the Khazra are central to the Dark Citadel and the challenge they pose will be exciting for players. The bosses that rule each of the Dark Citadel’s three wings are some of the coolest we’ve ever designed!”
Q: What unique challenges do you think players will encounter in Dark Citadel?
Dickson: “The Dark Citadel offers a wide range of challenges, ranging from visual puzzles to mechanics that require precise timing and quick skills. Some parts of Dark Citadel will test the player’s reflexes, such as when a player must rebound a shot from a boss at exactly the right moment. Other challenges require strong communication and teamwork so that you and your teammate are always in the right place at the right time. The variety of mechanics ensures that there is always something new to master, keeping the gameplay fresh and exciting.”
Q: Can you tell us a little more about creating co-op mechanics that fit 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 explore new ideas and offer players a fresh experience. And so Dark Citadel includes some mechanics that are completely new to the franchise and may feel different from the traditional Diablo experience. We think these innovations will resonate with players because they offer something they’ve never seen before!”
Q: Were there any funny moments during the playtests?
What: “There were definitely some funny deaths while playing. I remember one time when our group first learned the mechanics of one of the bosses. We failed – repeatedly. What made it hilarious was that our entire group failed at the same time, leading to much laughter and playful finger-pointing as we tried to figure out what went wrong. These moments of failure were actually the most memorable and fun, as they added another dimension to the gameplay that we had not experienced before in Diablo. When we finally figured out the mechanics and defeated the final boss, the sense of accomplishment was incredible, but those moments of collective failure were just as fun and memorable.”
Q: What tips would you give a new player to survive the dungeons?
Dickson: “The most important advice for less experienced players is to make sure your equipment is fully tempered and maximized as possible. This can significantly increase a player’s chances of survival. It is also worth looking up online guides to prepare your character for the challenges ahead. We have designed the game to guide players from the point where the last campaign ends to the beginning of the Dark Citadel, with steps to ensure your build is at the right level. The Dark Citadel is behind the Torment difficulty, so by the time you reach it, you should be well prepared. And, of course, a group of friends can make a big difference.”