Josh Mosqueira appointed as Diablo III game director

Promises to address loot and auction house issues in new role

Blizzard has appointed Josh Mosqueira as the game director for MMO Diablo III, replacing Jay Wilson who stepped down in January.

Mosqueira joined Blizzard in May 2011, and prior to that spent just over two and half years as a creative director with Ubisoft, working on Far Cry 3. His resume also includes time at Relic, Vicarious Visions and Dream Mechanics, and time teaching and working as a freelance writer and designer.

At Blizzard he's made it clear he wants to address balancing in Diablo III, both through the way loot is distributed and the controversial real money auction houses operate.

"Itemisation is one of our big focuses for Diablo III moving forward. We want items to feel more meaningful, and we want players to be excited about the next loot drop. Our goal is to make the loot experience more enjoyable for ALL players," he explained in a post on Battlenet.

"We're also looking into ways to reduce the impact of the Auction House. While we think the feature does provide a lot of value, it shouldn't feel like the end-all-be-all force driving character progression."

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Latest comments (5)

Mbuso Radebe Producer, Capcom Vancouver5 years ago
This is great! Congrats Josh!
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Paul Gheran Scrum Master 5 years ago
Is Diablo 3 still a thing? I feel like I'm in the twilight zone, especially after reading this:

"Our goal is to make the loot experience more enjoyable for ALL players,"

How about the game experience? Welcome to the changed face of the 'games' industry. Get out while you can.
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Andrew Watson Tools Programmer 5 years ago
Haven't you heard, Paul? D3 is an auction house simulator!
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Show all comments (5)
Klaus Preisinger Freelance Writing 5 years ago
Balance? Is this the same company which said "there is no such thing as too much power" concerning balancing before D3 was released?

Ironically, the balance issues are not with skills or items, but with classes which can move while dealing damage to their surroundings and classes which cannot. Every game breaking build is basically a variation of "run & gun" gameplay, while the "weaker" classes have to go through repeating cycles of "run-stop-unload". Not they were weaker, but rather slower. Which is a source of unbalance in an endgame focusing on [XP/minute & kills/minute = drops/hour].

Hopefully the console releases push the game further towards its hidden nature: a dual thumbstick shooter.
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Axel Cushing Freelance Writer 5 years ago
I would ask "Are you going to stop treating your PC players like galley slaves and let them play single player offline?" 'Cause, you know, if they can make a PS4 edition that doesn't require a constant Internet connection, there's exactly zero reason not to extend that same functionality to PC.
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