Diablo III had outsold their wildest expectations, but their servers couldn’t handle the flood of players trying to log into the game. Over at Blizzard’s campus in Irvine, California, a group of engineers and live-ops producers sat in their self-proclaimed “war room,” freaking out. It immediately occurred to fans that if they could play Diablo III offline, they would be fighting their way through New Tristram right now, not trying to figure out what Error 37 meant. Diablo players had already been skeptical about Blizzard’s decision to make Diablo III online only-a decision that cynics assumed was driven by fear of piracy-and these server issues nourished the belief that it had been a bad idea. “Error 37” turned into a meme, mushrooming across Internet forums as fans vented their frustration. (Error 37)Īfter a decade of turbulent development, Diablo III had finally gone live, but nobody could play it. Pacific time on May 15, when Diablo III went live, anyone who tried to load the game found themselves greeted with a vague, frustrating message: Fans had waited patiently for this moment, counting down the days until they could again click-click-click their way through demons in a hell-ish hodgepodge of gothic fantasy. On May 15, 2012, hundreds of thousands of people across the world loaded up the Internet client and slammed the launch button for Diablo III, a game that the developers at Blizzard had been making for nearly ten years.
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