Chris Wilson interviews Darkhaven (Erich Schaefer, Peter Hu, Phil Shenk). LOD, Patch 1.10, Etc ...

fearedbliss

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Two weeks ago, Chris Wilson interviewed the founders of Darkhaven, Erich Schaefer, Peter Hu, and Phil Shenk, veterans of the industry, and some of our beloved developers from our favorite company, Blizzard North. They spoke about a bunch of interesting things so I highly recommend everyone watch the interview here. However, there was an entire section where they focused on Patch 1.10, and Lod 1.07+. There were a few interesting comments Peter Hu made that I thought were interesting, and validate some of my existing document in Singling:

1. Peter Hu did indeed stay behind to finish Patch 1.10 after the Blizzard North exodus, and as soon as Patch 1.10 hit (October 28, 2003), he pretty much left immediately and went to Flagship Studios. This continues to reinforce my decision for removing the Ladder 2 1.10 Runewords that got released. This is why Singling doesn't support 1.10 Ladder Runewords like Spirit, Insight, Infinity, Grief, Etc, and why I don't consider these runewords as Canon, Blizzard North Diablo II, this is also why 1.10 is the last patch Singling supports, and what this entire forum from the very beginning has been targeting, Blizzard North 1.00 - 1.10 Diablo II. This has been the current Singling notice on this:

Ladder Runewords Removed From Singling​


Singling no longer provides Ladder Runewords for 1.10. The reason for this is that Peter Hu, the Main Architect of 1.10,stayed behind at Blizzard North after the Exodus in order to finish the patch. The patch was released on October 28, 2003. Shortly after, Peter left Blizzard North and joined Flagship Studios. These runewords did not exist when 1.10 was released and given that the patch was released as is and also that there is no evidence suggesting Peter was in favor of them being released, they won't be included. The 23 new Ladder Runewords were introduced server side on July 8, 2004, several months after Peter had left (Most likely around Q1 2004). The new runeword combinations were finally published publicly on December 10, 2004.

It sucks in a way to come to this conclusion since the ladder only runewords were definitely part of my childhood (I started playing during the first ladder season of 1.10), but given the evidence, the history needs to be factually represented and properly documented in Singling. I believe the references below provide enough evidence to remove the Ladder Runewords from the project. As mentioned in the Goals section of Singling, Singling supports only Blizzard North developed versions of the game. When drawing the fine line of where exactly the history of Blizzard North ends, it isn't on August 1, 2005 when Blizzard announced that they were closing down the corporate vehicle of "Blizzard North", but when the main people working at Blizzard North actually left.

I'll now be focusing on the patches as they were released for Single Player, and not trying to maintain any sort of parity with what was happening on Battle.net. In my subjective opinion, I do believe Runewords made the game worse in a lot of ways, so I'm happier to keep them out of Singling.

2. We pretty much know that Peter Hu was the main developer working on Patch 1.10 and this patch was overall his vision of the game from my understanding, however what was new revelation is that Peter Hu was actually pretty much the main developer working on every patch after Patch 1.07 was released. So once everyone worked together to release LOD 1.07, everyone was burnt out and Peter Hu was the one that continued to develop Diablo II for 1.08, 1.09, and 1.10. In my book this continues to elevate Peter Hu was a way more critical person in the project then I previously though, even though we already know that his work on patch 1.10 was the most critical out of all the patches and it's pretty much the "Diablo II" that people have known about since 2003. Not as many people remember 2000 - September 2003 Diablo II anymore (Use Cactus to play them :P), which is unfortunate since I think the best of Diablo II is within that era.

3. Peter Hu feels that 1.10 was a mixed bag and in a way considers some of the powerful Runewords and Synergies as a probably mistake and/or needed to be balanced more.

4. Diablo II wasn't designed to be modded but Peter (and most likely others) understood the power of Modding and what it meant for the longevity of the game and also for providing a platform to be the seed bed and catalyst for future games and even game genres to be spawned from. Thus, Peter spent a lot of energy (during Patch 1.10 specifically) to try to hack in many new ways to modders to be able to change the game. We of course also know this is true because very close to the top of the Patch 1.10 patch notes, it says the following:

Fundamental Architecture Changes / Improvements
  • The skill and monster systems are now completely data-driven. Skill balancing is simpler and quicker. Monster control/populating/creation is simpler. Although done for our needs, mod-makers should like these changes, too. A major result is that nearly any skill can be used by any character class.

Given the fact that the view on modding and seeing what good comes out of that also was influenced by Peter seeing what happened in Starcraft 1 and Warcraft III with their Map Editors and Modding Tools, it is unfortunate that Blizzard over the years restricted and eliminated modding in many of their subsequent games, and not only that, essentially made all their games either online only or behind DRM through the Battle.net launcher and other mechanisms.

5. Lastly, I'll add this as bullet number 5, but I've never seen Peter's face my entire life, I started playing Diablo II during Ladder 1 Patch 1.10 back in 2003 when I was around 11-12 years old. I'm going to be 35 later this year, and in the past 23 years of my Diablo II career, I've never seen Peter's face or heard his voice. I'm happy to have finally been able to have had the opportunity to see and hear him through video. He has definitely been an enigma. The same applies to Phil Shenk and other people in the Blizzard North team. I would be really happy if more of them came out and gave interviews. It's such a wonderful and magical time in history that we should continue to talk about it and learn from that wisdom and experience.

I highly encourage everyone to watch the full interview and to post your thoughts.

Take care and stay safe all,
Jonathan
 
Nice summary bro! And yeah, I caught that interview when it released, and it was a lot of fun hearing from those OGs. The part where Peter talks about how the team compressed the original art files (around the 21 min mark) is kinda depressing because it means that Diablo II was actually even more beautiful/detailed than the version we got on release. That also just blows my mind though because I still remember how amazing it looked back in 2000. Those sprites are literally ART. And you're telling me there were higher res versions of the characters, etc., and they were just discarded and now lost to time!? Damn!!!
 
what was new revelation is that Peter Hu was actually pretty much the main developer working on every patch after Patch 1.07 was released. So once everyone worked together to release LOD 1.07, everyone was burnt out and Peter Hu was the one that continued to develop Diablo II for 1.08, 1.09, and 1.10. In my book this continues to elevate Peter Hu was a way more critical person in the project then I previously thought*
Same! I was blown away by this. Peter is a freaking legend man. I almost low key hated him back in the day for dropping 1.10 and killing all my builds, but now to learn 25 years later that he was also the main force behind 1.09 which is my favorite patch of all time, its too dang funny to know that he was at the helm of both patches. :ROFLMAO:
 
Lol yea definitely. He was part of 1.09b and 1.10, crazy.

From my info the art assets got lost when their source code repository got corrupted close to the release. The team was able to recover a bunch of the game source code itself from different builds that other people had sitting on their machines, so they were able to reconstruct D2. However all of the other stuff was essentially lost. I’m sure at that time since it was Visual Source Safe and normally IIRC people didn’t usually keep the entire version of a centralized version control repository locally. Usually you are checking out specific files and checking those back in (I’ve used Perforce professionally before over 10 years ago). Nowadays most people use git so by default it will clone the enter repo, but you can also do a shallow clone by using —depth. Either way, I’m sure that the builds of D2 sitting on people’s comps were probably just the core game files and only any asset files that were needed to build or run the game, it wouldn’t be all of the high res assets that was sitting in the vault.
 
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