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  2. Blizzard Entertainment (2020–present) Rod Fergusson is a Canadian video game producer, best known for overseeing the development of the Gears of War franchise, originally at Epic Games and then as head of The Coalition. More recently, Fergusson moved over to Blizzard Entertainment to oversee development on the Diablo series.

    • This is the first brand new Diablo game in years and the first to be built from the ground up for mobile.
    • Diablo Immortal - Launch Screenshots
    • Diablo Immortal Key Art
    • IGN Recommends

    By Kosta Andreadis

    Updated: Aug 22, 2022 1:05 am

    Posted: Jun 6, 2022 4:36 am

    It’s a great time to be a Diablo fan. Diablo II’s recent resurrection gave the classic title a fresh coat of paint, Diablo IV’s development continues to roll along, and now, as of June 2, Diablo Immortal has arrived Android, iOS, and PC - the series’ first original release in years.

    I caught up with Blizzard’s Rod Fergusson, Diablo Franchise General Manager, and Joe Grubb, Principal Game Designer on Diablo Immortal just before the game’s launch to discuss how the series has been reinvigorated, and what Blizzard are hoping to achieve with Immortal.

    “There's a consistent through-line to what makes a Diablo game a Diablo game,” Rod Fergusson explains. “But, I definitely believe there's room for these games to exist together as unique and different experiences. Immortal not only brings that authentic Diablo experience, building on the past and having that homage to what came before with the six iconic classes, but it has all these innovations on top. The Cycle of Strife endgame PVP, Helliquary Raids, social systems, things that have been added by becoming an MMO that really separate it and make it stand apart.”

    With the new Warband system, MMO-like co-op extends to creating eight player groups with friends. But in a nod to traditional Diablo, you can share loot with said friends, from set item pieces they might need to other shiny goods.

    “[Gearing up a friend] to take on those big Helliquary bosses to earn extra rewards, yeah, it’s all interlinked and all about what it means to be a Diablo MMO on mobile,” Grubb says. “The part that's exciting to me about these systems is that we knew that this was going to be a live game and a game that we’re going to be servicing for years to come. So all of them were imagined and built from the ground up with expansion in mind. We're very excited for the launch, finishing the story of Skarn, the Realm of Damnation, that climax. But it really is just the beginning. The Helliquary is set up to allow us to drop new Raid Bosses, the Cycle of Strife was designed to be a cycle, and it’s all set up for us to tune and change and modify well into the future.”

    According to Rod Fergusson, all of these social features, the expanded end-game modes, and the move to mobile, will “unlock [Diablo] as a franchise”. What does that mean exactly? Well, the team see Immortal as the next significant step in the series. After all, it’s been ten years since Diablo III’s launch, and people are still heavily invested in it. Each new season sees millions of players return, according to Fergusson, and the recent Season 25 saw them spend over 150 million hours in Sanctuary.

    “People are still really active in Diablo III,” Fergusson continues. “So it feels really good that with Diablo Immortal, we're able to bring this new experience. When you think about the 3 billion gamers out in the world and what they use to play on, a lot of people rely just on mobile. That's their gaming platform. And when you think about free-to-play, it removes that friction of being able to go into it and try something out. Immortal is going to do a lot to expand the franchise, and sort of re-energise it and bring back its cultural relevance.”

    “Immortal is going to do a lot to expand the franchise, and sort of re-energise it and bring back its cultural relevance.” - Rod Fergusson

    Free-to-Play and Free Into the Future

    There’s one facet of Diablo Immortal we haven’t touched on yet - its free-to-play business model. How does this impact the design and most importantly, can players pay-to-win - i.e. buy power outright? “There's a few philosophies that go into that,” Grubb responds. “First and foremost, all gameplay systems in Diablo Immortal are free and will be in the future. From the main quest line, side quests, the Helliquary where you can fight the toughest bosses. You can compete in the Cycle of Strife for free. Beyond that, our philosophy for optional end-game purchases is always as a bonus. They will never circumvent core gameplay. The best way to gain power is to play.”

    “You have to know how to play your Necromancer,” Grubb adds. “You have to level up, you have to go and slay demons, find epic loot, equip it, grow in Paragon level. That's where true power comes from, the optional purchases are a bonus on top of that. The core gameplay is Diablo, and that's serviced by a very hard line we have which is that gear and XP can not be purchased. If you want to get stronger in Diablo Immortal, play the game.”

    "The core gameplay is Diablo, and that's serviced by a very hard line we have which is that gear and XP can not be purchased. If you want to get stronger in Diablo Immortal, play the game.” - Joe Grubb

    Of course, bonuses can have a big effect when it comes to the more competitive PVP side, and since the beta Blizzard has made several changes to end-game rewards and what’s earned through play and what’s available for purchase. Now that the game has launched, the discourse around monetisation has been a little heated and there's been a lot of debate about what money actually gets you when it comes to gameplay. The process of ranking up legendary gems, for instance, which can imbue builds with powerful bonuses, seem intrinsically linked to spending real world money. The game gives players a lot for free - as IGN’s Diablo Immortal review-in-progress (which was based on pre-release access with microtransactions disabled) details - but the outlook seems murkier for those that want to be competitive later on. What's appropriate for a game like this? That's something that will no doubt be discussed extensively over the coming months.

  3. Feb 6, 2020 · Watch on YouTube. Though it was a new venture, The Coalition still took lessons from the past. Fergusson tells me that to get ready for Gears of War 4, the team got to work remastering the first ...

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  4. As of 2024, Rod Fergussons net worth is $100,000 - $1M. DETAILS BELOW. Rod Fergusson (born June 2, 1968) is famous for being game designer. He resides in Canada. Video game producer who is best known for his time as the studio head at The Coalition production company.

    • Canadian
    • Canada
    • Game Designer
    • June 2, 1968 (age 55)
  5. Apr 19, 2024 · As Diablo 4 stands on the edge of a new era, we chat to Rod Fergusson, General Manager of all things Diablo, about its launch onto Xbox Game Pass, lessons learned from its live service elements, and t

  6. https://www.youtube.com/watch?v=uluELLHHBFc Rebecca Ferguson is a Swedish actress (born Rebecca Louisa Ferguson Sundström) that is lately starring in American movies, such as Hercules and Mission: Impossible – Rogue Nation. Ferguson’s current net worth is estimated to be $3 million as of 2023.

  7. Aug 8, 2023 · Sarah Ferguson net worth. According to Celebrity Net Worth, her net worth is estimated around $1 million. In 2009, she was reportedly in a lot of debt and on the brink of declaring bankruptcy. Since then, she has focused her time on her charity projects and her successful novels as well and TV and radio appearances to build her wealth.

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