Still on Monday, July 31, 1997, while the media in Japan continued to buzz with talk about him, Zaboru was spending his time in the United States. He was currently at the ZAGE USA Campus, working alongside Team Tempest, the developers behind Diablo 2. At that moment, he was deep in conversation with John Carmack, the lead of Team Tempest, discussing the current progress and potential upgrades to the Diablo 2 game as the showcase deadline rapidly approached.
"So John, overall, how's the game progress going? We've got, what, a little over a month left now?" Zaboru asked, his tone curious but calm.
John smiled, though there was a trace of tension in his eyes. "Overall, the game itself is in great shape, boss. The mechanics are polished, the core content is nearly finalized, and most systems are running smoothly. But the main issue we're hitting right now is with the feature you wanted to add—the 'Diablo 2 Trade Market.' It's proving to be more complicated than expected."
He paused, gathering his thoughts before continuing. "It's a risky addition. We're trying to figure out a secure, reliable way to manage payments between players, especially if it involves real money transactions. Fraud prevention is the biggest hurdle. We're exploring verification systems, escrow mechanics, and maybe even third-party partnerships, but it's still early. Honestly, progress on that front has been slower than we hoped."
John scratched his head and sighed. "Another concern is the internet itself. Speeds aren't consistent across regions, and online infrastructure just isn't where it needs to be yet. Online transactions, especially real-time ones, are still new territory. Not many people use them outside niche tech circles, so we're trying to develop something ahead of its time with limited precedent."
He looked at Zaboru with a hint of concern. "So far, we're doing what we can, but we've got a long way to go on that system alone."
Zaboru nodded, clearly understanding the situation. "I see. That's perfectly fine. The Diablo 2 Trade Market doesn't need to launch right away. We can treat it as a future expansion or extension to the core Diablo 2 experience once we're fully ready. As long as the base game is solid and polished for now, that's what matters most."
In truth, Zaboru had long envisioned a dynamic trade system between players, inspired by memories from his previous world. He remembered how, in that timeline, Diablo 2 had developed a rich ecosystem of trading—even without official support. Players often ended up with powerful or rare items that didn't suit their current builds, while others desperately needed those same pieces. That kind of player-driven economy had fascinated him. It was organic, evolving, and community-powered.
He believed that a proper, secure, and well-designed trade market could enhance that experience tenfold. Not only could it offer players more control over their progression, but it could also open the door to casual gamers earning a bit of real money from playing—a concept that sounded futuristic to many in 1997. In Zaboru's view, this kind of system would fundamentally change how games were perceived. No longer would games be just entertainment—they'd become viable ecosystems.
He smiled to himself, imagining a future where someone could proudly say, "I can earn money from playing games!" Something once considered a fantasy could now become reality—and he was determined to lead that change, even if it would take time.
Then Zaboru continued, "So, when do you think we'll be ready to demo Diablo 2 to Microsoft?"
John Carmack paused for a moment, thinking it through. "Probably around next week. We still have a number of lingering issues—like a glitch that occurs when entering certain caves, and an occasional sound bug where the audio drops out in some areas. The good news is we've already identified the root causes of both. We're planning to implement the fixes today."
He continued, "After that, we'll need a solid one or two days for QA testing. Of course, that could stretch a bit longer if any unexpected bugs pop up. But barring surprises, we should be on track to run the demo next week, boss."
Zaboru nodded. "I see. That's quite good to hear."
Just then, Gabe Newell approached them with a relaxed smile. Gabe, the Chief Technology Officer of ZAGE USA, had been observing the discussion from a distance and finally decided to jump in. He grinned. "Still, Boss—this game, Diablo 2? It's seriously impressive! You've really put a lot of thought into this, huh?"
John nodded in agreement, his enthusiasm showing. "The core ideas and class systems are all expanded from Diablo 1, but there's so much more depth now. The Rune system, in particular, is a standout. Once I got hands-on with it, I completely understood why you wanted a dedicated trading forum for this game."
Zaboru smiled, clearly pleased that both of them saw the vision. "Yeah, this could become our first game that supports real-money trading between players—if we get the Diablo 2 Trade Market finished in time. But it doesn't need to launch right away. We can take our time with that system. For now, our top priority should be making sure the core game is tight and ready."
Both John and Gabe nodded in agreement. The three stood for a moment, appreciating the scope of what they were building. Diablo 2 wasn't just another game—it was shaping up to be a defining project for ZAGE, pushing boundaries not just in gameplay, but in how games could function as economies and social spaces.
Then John Carmack continued, "But Boss, Diablo 2's classes are incredibly diverse. So far, we've got around seven distinct classes, and each one supports multiple builds. Don't you think that level of complexity could be overwhelming for some players? I also think the achievements are pretty unforgiving. For example, beating all chapters in Nightmare mode with every character? That feels a bit too tedious, in my opinion."
Gabe Newell nodded in agreement. "True to what John said. When I read through the achievement list myself, I just shook my head and said, 'Welp, that's not for me. No way I'm grinding that far.'" He let out a chuckle.
Zaboru smiled. "I understand your concerns, and they're valid—but don't worry. Players love variety, and the more diverse the class options, the better. We've made sure each class is balanced, with their own strengths and weaknesses. As for the achievements, well, sometimes a game needs to have a few that are almost impossibly difficult. It gives the hardcore players something to chase—something to show off. And in Diablo 2, we wanted that feeling. There are definitely players out there who crave a reason to try every class, to master them. These kinds of achievements? They're not for everyone, and that's okay. But for the few who do earn them, it makes the accomplishment feel truly special. They get to say, 'I did what most others couldn't.' And that kind of exclusivity adds a layer of prestige to the game."
John and Gabe exchanged glances, their expressions shifting as the idea sank in. Gabe scratched his head and admitted, "Huh. I hadn't thought about it like that."
John grinned. "Now that you mention it, it actually makes a lot of sense. Players do need a reason to explore all seven classes. That kind of structure could really add replay value and depth. Honestly, it just clicked for me now."
Zaboru chuckled and nodded. "Exactly. Sometimes the grind is what gives the game its soul."
Then Zaboru added, "Also, next week—after you're done with development and after I present this to Microsoft—I have another task for Team Tempest. Make sure you're ready, John."
John grinned and gave a thumbs-up. "Always ready, boss. Hehehe."
Just then, Gabe chimed in. "Boss, mind if I join you when you demo Diablo 2 to Microsoft?"
Zaboru looked amused. "Not a problem. But I'm curious—why?"
Gabe chuckled. "Nothing official. I just want to meet a couple of old friends... and maybe brag a little about my new gig."
Zaboru laughed softly. "Sure thing, Gaben. I won't mind at all."
With that, Zaboru turned and made his way back to his office at the ZAGE Campus to continue working.
To be continue
