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 an overwhelming influx of players, resulted in widespread criticism and became a memorable internet meme. While *Diablo 3* eventually triumphed, the experience underscored the importance of preventing similar catastrophes, especially with *Diablo*’s evolution into a complex live service model featuring frequent updates, ongoing seasons, and regular expansions.
The stakes are higher than ever for *Diablo 4*, a game fully embracing the live service model. Another Error 37 would be devastating, especially if Blizzard aims for *Diablo 4* to become a long-lasting live service juggernaut 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. Fergusson emphasized the team's commitment to long-term player engagement, a significant departure from previous numbered *Diablo* titles. While expansions and updates were familiar, *Diablo 4* represents a commitment to the live service model, allowing for significant, rapid changes and extended longevity compared to the traditional release cycle of a new numbered game every few years.
This led to my question: Is *Diablo 4* destined for immortality, or is there a point where Blizzard will move on to *Diablo 5*? Fergusson's response: a long, but not necessarily infinite, lifespan.
“We want it to be around for years,” he stated. “I don't know if it's eternal. We want players to see a clear path forward, acknowledging the significant time investment they make. We want to show respect for their time and demonstrate our commitment to the game's longevity.”
Fergusson pointed out the decade-long gaps between *Diablo 2* and *3*, and *3* and *4*. However, these games lacked the aggressive update schedule planned for *Diablo 4*. His arrival in 2020, after years leading the *Gears* franchise, brought a new perspective. He emphasizes forward planning, but with a crucial caveat.
I learned my lesson about calling the shot too early. Fergusson’s DICE Summit announcement of *Diablo 4*'s second expansion arriving in 2026 exemplifies this. Originally planned for a yearly release, the timeline for *Vessel of Hatred* was extended due to shifting resources to address critical live game updates post-launch and during the first season. The 18-month gap between *Diablo 4*'s launch and *Vessel of Hatred*, instead of the planned 12 months, highlights this. When asked if 18 months is the new standard for expansions, Fergusson avoided committing to a specific timeframe, having learned from past experiences.
“I learned my lesson about calling the shot too early. Saying, ‘You can relax for the next 11 months,’ is about as far as I’m willing to go right now… We're still building and learning… Our process involves internal certainty before making any public announcements. We're not at that public stage yet.”
Ruining the Surprise…on Purpose
Fergusson's caution is understandable, particularly given the team's commitment to unprecedented transparency. This includes a content roadmap (revealed in April) and the Public Test Realm (PTR), allowing players to test upcoming patches before the wider release. Fergusson initially hesitated about using a PTR or roadmap, fearing it would spoil surprises. He’s since 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. “Even if the PTR reveals issues, 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 on it,” he added. “Early on, we worried about data mining and leaks. But the number of people seeing leaks on Reddit is negligible compared to our millions of players. So, it's okay. We haven't ruined the surprise for everyone.”
It's better to ruin the surprise for 10,000 people so that millions of people have a great season. Currently, the PTR is PC-only due to console certification challenges. However, Blizzard is working on expanding PTR access to consoles with support from Xbox.
Diablo 4’s presence on Game Pass is another advantage, maximizing player reach. Fergusson compared this to the decision to release *Diablo 4* on Steam alongside Battle.net—simply a matter of reaching a wider audience.
“Live service games behind a paywall, like *Diablo*, face different growth challenges compared to free-to-play titles like *Diablo Immortal*. Game Pass removes the barrier to entry. New Game Pass subscribers regularly discover *Diablo 4*, leading to a consistent influx of new players.”
All Hours Diablo
Our conversation concluded with a discussion of Fergusson’s gaming habits. He clarified that while comparisons to *Path of Exile 2* are common, they are fundamentally different games. He also acknowledged player requests for staggered seasonal content to avoid conflicts between different games.
His top three games of 2024 by playtime were *NHL 24* (third), *Destiny 2* (second), and *Diablo 4* (first), boasting 650 hours on his personal account alone (excluding work). Currently playing a Companion Druid and a Dance of Knives Rogue, his passion for *Diablo* is evident.
“It's the habit,” he explained. “I start other games, but I always return to *Diablo*. I have daily routines in *NHL* and *Destiny 2*, and *Diablo* remains my favorite game.”