Diablo Pitch Document (1994) [pdf]
My favourite story of Diablo's development (as relayed by David Brevik in the Diablo Postmortem - see below) is the part where Diablo was made real-time. He passionately championed that it should be more like Rogue or Moria purely turn-based and permadeath. That was until he implemented real-time movement in an afternoon and attacked a skeleton. This was a directive from Blizzard, and it effectively created the ARPG genre.<p><a href="https://www.youtube.com/watch?v=VscdPA6sUkc">https://www.youtube.com/watch?v=VscdPA6sUkc</a><p>and for those averse to Google:
<a href="https://www.gdcvault.com/play/1023469/Classic-Game-Postmortem" rel="nofollow noreferrer">https://www.gdcvault.com/play/1023469/Classic-Game-Postmorte...</a>