Rod Fergusson, Diablo general manager, kicked off his DICE Summit 2025 presentation not with a victory lap, but by addressing one of Diablo's most infamous setbacks: Error 37. This launch-day debacle for *Diablo 3*, caused by overwhelming player numbers, resulted in widespread criticism and became a lasting meme. While *Diablo 3* eventually triumphed, the experience underscored the need to prevent similar catastrophes, especially given *Diablo 4*'s ambitious live-service model—frequent updates, ongoing seasons, and regular expansions.
Another Error 37 would be disastrous, particularly if Blizzard aims for *Diablo 4* to become a long-lasting live-service powerhouse, extending far beyond its major content releases.
Diablo, Immortal
At DICE Summit 2025 in Las Vegas, I spoke with Fergusson following his presentation, "Evolving Sanctuary: Building a Resilient Live-Service Game in Diablo IV." He highlighted four crucial elements for *Diablo 4*'s resilience: scalable infrastructure, consistent content delivery, design flexibility, and proactive player communication. His emphasis on sustained player engagement marks a significant departure from previous numbered Diablo titles. While expansions and updates were common, *Diablo 4* commits to a live-service approach, mirroring the trend of major AAA games evolving significantly over extended periods, rather than relying on periodic numbered sequels.
I asked Fergusson about *Diablo 4*'s longevity—is it destined to be "eternal," or "immortal," like *World of Warcraft*? While not promising eternity, he envisions a very long lifespan.
"We want it to be around for years," he stated. "I don't know if it's eternal. We want players to see the roadmap, knowing their hundreds of hours of investment are respected, and that we're committed for the long haul."
Fergusson noted the decade-long gaps between *Diablo 2* and *3*, and *3* and *4*, highlighting the stark contrast to *Diablo 4*'s planned aggressive update schedule. He joined Blizzard in 2020 after leading the *Gears* franchise, bringing a different perspective. His approach emphasizes forward planning, but with a healthy dose of caution.
His DICE Summit announcement that *Diablo 4*'s second expansion wouldn't arrive until 2026, a delay from the initial yearly plan, illustrates this. Staff reassignments to address urgent live-game needs after launch and during the first season extended the development time for *Vessel of Hatred* to 18 months, instead of the planned 12. When asked if 18 months is the new standard, he avoided committing to a specific timeframe, having learned from past premature predictions.
"I learned my lesson about calling the shot too early. Giving an 11-month window of relaxation is about as far as I want to go right now… We're not at a point where we want to publicly stake a claim. We're still building and learning."
Ruining the Surprise…on Purpose
Fergusson's cautious approach is understandable, especially given the team's increased transparency. This includes the upcoming April content roadmap and the Public Test Realm (PTR), allowing opt-in players to experience upcoming patches before the wider release. Initially, the team hesitated about using a PTR or roadmap, fearing spoilers, but Fergusson has changed his mind.
"It's better to ruin the surprise for 10,000 people so that millions of people have a great season," he explained during his talk. "A bad week on the PTR is preferable to three months of recovery from a poorly received surprise update."
"You can get really spun up about it," he added later. "We worried about data mining and Reddit threads with 8,000 people. But we have millions of players. So, it's okay. We haven't ruined the surprise for everyone."
A current challenge is expanding PTR access to consoles, currently limited to PC due to certification and build release complexities. However, Blizzard is investing in this, aided by parent company Xbox.
Fergusson also highlighted the benefits of *Diablo 4*'s presence on Game Pass, facilitating player acquisition. He compared it to the decision to release on Steam alongside Battle.net—simply a matter of reaching a broader audience.
"Unlike premium live-service games like Diablo, free-to-play games like *Diablo Immortal* have easier growth due to the lack of entry barriers. Game Pass eliminates that barrier, constantly introducing new players."
All Hours Diablo
Finally, I asked about Fergusson's gaming habits to understand his inspirations. He dismissed comparisons between *Diablo 4* and *Path of Exile 2*, calling them vastly different games, but acknowledged the need to consider players who enjoy both.
His top three games of 2024 by playtime were *NHL 24* (third), *Destiny 2* (second), and unsurprisingly, *Diablo 4* (first), with 650 hours on his personal account alone, excluding work. He currently plays a Companion Druid and recently created a Dance of Knives Rogue, showcasing his enduring love for the game.
"It's the habit," he explained. "I get distracted by other games, but I have routines—daily tasks in *NHL*, playing *Destiny 2* with my brother. I came to Diablo five years ago because it was my favorite game. Work doesn't stop me from playing it for hours."