From there, the team continued to smooth out the rough edges of the features in their incubation tank until they provided additional usability without altering the core gameplay loop. Starting with the bedrock laid forth in Diablo II: Resurrected, the team began to construct accessibility features that struck a balance between being useful for players with disabilities while being careful not to mar gameplay for others. “The only limitation to adventuring in Sanctuary should be interest, not capability,” said lead accessibility designer Drew McCrory when the team began ideating on the game’s potential accessibility features.
The team saw this as an opportunity to improve the accessibility offerings within the game, and they took careful steps to ensure that every new feature added would break down barriers that kept players from playing-a flame that guided them all through development. On June 6, a new plane of Hell will open, giving way to endless hours of demon-slaying fun in Diablo IV.