What went poorly
Average number of players in any given session was just around ~1.1, so while we had solved the technical problem for multiplayer most players played single player.
We think this is because most people discovering the game are not at that moment with friends.
We didn’t have a real marketing strategy and had very little experience in the realm of marketing
We didn’t spend enough time balancing the elements in the game and it became difficult to fix our past mistakes
We tried to simplify Diablo, but we went too far and stripped all of the progression mechanics from the game. Players liked the moment to moment, but complained they didn’t know what their overarching goal was supposed to be.
How we got here was we wanted to make sure that players could play together, even if they had started at different times.
This led to us teleporting new players to where the existing players were in the dungeon when they joined, and we flattened the difficulty curve to support the new players.
We also wanted to remove as many numbers from the game as we could in the name of simplicity, which removed clarity in combat and critically removed experience and levels from players, destroying the overarching progression.