Diablo creator says current ARPGs focus too much on quick leveling, cheapening the experience

Cal Jeffrey

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Editor's take: Action RPGs are a staple in my game collection. Surprisingly, I didn't become a fan of the genre until I played The Revenant, a 1999 ARPG released two years after Diablo. Since then, I've played every ARPG I could get my hands on, including the entire Diablo series.

One of the best Diablo games – if not one of the greatest ARPGs ever – is Diablo 2. It nails many aspects, but progression stands out the most. The game walks a fine line between excessive grinding and leveling so fast that you max out a character in a day.

Diablo creator David Brevik shared a similar sentiment in a recent interview with Video Gamer. He noted that Diablo 2 remains a "great" looter nearly 25 years later, largely because of its pacing.

"The pacing on Diablo 2, I think, is great," Brevik said.

He believes many modern ARPGs prioritize rapid progression over natural pacing, a trend that has become common in the industry but ultimately devalues the experience.

"I think that RPGs, in general, have started to lean into this: kill swathes of enemies all over the place extremely quickly," said Brevik. "Your build is killing all sorts of stuff so you could get more drops, you can level up, and the screen is littered with stuff you don't care about."

The approach that Brevik describes is a major feature in Diablo 3, and Diablo 4 doubles down on the concept. Blizzard intentionally designed both games to rush players toward Paragon levels, allowing characters to reach the maximum level in about a day. However, reaching levels beyond that requires fighting larger mobs, as Paragon leveling becomes a slog. This design pushes players to purchase the Battle Pass. While not Diablo 4's only flaw, it ranks high among the complaints from the franchise's creator.

"I just don't find killing screen-fulls of things instantly and mowing stuff down and walking around the level and killing everything, very enticing. When you're shortening that journey and making it kind of ridiculous, you've cheapened the entire experience, in my opinion." Blevik opined. "I just don't feel like that is a cool experience. I find it kind of silly."

He believes MMOs are just as guilty of this. There's heavy pressure to rush through the early levels, partly due to the rise of live service models. Games like Destiny 2 and Diablo 4 push players to blitz through the campaign to access seasonal content and the rewards it offers. There's no time to stop and enjoy the journey because the season "ends soon." This sense of urgency and rushed pace is exactly where publishers want players, as seasonal content fuels microtransactions.

Blevik, who now heads up indie publisher Skystone Games, despises this design philosophy and steers clear of it. He favors game designs like Diablo 2, Torchlight, and The Witcher 3, which slow the pacing and allow players to savor the adventure.

"[The fun] actually isn't getting to the end; it's the journey," he said. "When you're shortening that journey and making it kind of ridiculous, you've cheapened the entire experience, in my opinion."

I couldn't agree more. With the increasing emphasis on live service models and the flood of multiplayer games, finding an ARPG that nails the pacing is becoming more challenging. The single-player experience, however, remains the best for maintaining solid pacing.

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Yup. They just friggin' nailed it with D2. Nothing comes close, really. It's just so much of a time sink for me, and has been for 2 decades. I consciously avoid playing it, due to fear of being unable to put it down. Also huge, huge kudos to Vicarious Visions for making such an incredible remaster, absolutely wonderful job they did.
 
But there is a reason for that. An average modern gamer loses interest within 10 minutes of a game. Devs think like this: if we do not give him enough satisfaction and feeling of progress, he will lose interest and refund.
It is the gaming culture above all. And I get it. What is the point to make an interesting game that 5% absolutely love, and the rest think it is too slow.
They are just following the safest way of selling games to modern gamers.
 
I remember when D2 came out. It was one of the first video games I bought with my own money from working after school and played on my first gaming computer that I was also making payments for. My car only fired on 3 cylinders, but my Nvidia TNT2 gave D2 the absolute business at 800x600. You never forget your first.
 
But there is a reason for that. An average modern gamer loses interest within 10 minutes of a game. Devs think like this: if we do not give him enough satisfaction and feeling of progress, he will lose interest and refund.
It is the gaming culture above all. And I get it. What is the point to make an interesting game that 5% absolutely love, and the rest think it is too slow.
They are just following the safest way of selling games to modern gamers.
I mean, yes, but it's also like giving more heroin to an addict. Enablement at best. The idea that "if we don't do it, someone else will" isn't exactly responsible, is it?
 
So the Diablo creator knows what's cool, and all other opinions are BS?
Hahaha - Diablo-sized ego.
Btw...I've always loved Diablo (recently replayed for the umpteenth time) but didn't like Diablo 2 at all. How's that for "other opinion"? :-D
 
If you're going to string the levels out, they better mean something more than 5% stat boost and some underpowered skill.

Make each level up really mean something, and make sure each skill you get really synergizes with what you already have so it doesn't sit around unused till it gets leveled up.
 
That's because, after Diablo 2, the real game begins after the base leveling is complete. It also means that the base story is not the main game, it is only the prelude. The leveling weeds out the casual gamer for those who get into crafting, runes, varied node exploration, tweaking builds, dungeon running, etc. In Brevik's language, "The 'journey' begins when the leveling is done." If one is fixated on the old paradigm (or eschews the new), then Brevik's comments make sense.
 
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He is so wrong. In fact he just did good with Diablo and D2, with the help of the entire team. If you look/play he's post-diablo games, you'll find out he screwed so badly, that he's just jealous of others...

Diablo 2 grinding was soooooo slow and boring and repetitive and tedious... Nope. Not again.

What I don't like about seasons is the fact of starting from scratch each time, giving away the roleplaying part and screwing all the time invested in.

Seasons are ok, but we have to have the ability to chance to stick with the same characters.
Whoever wants to start from level 1, is free to go.

Are newer - since D3 era - arpgs too much grindy (in a different way) and/or money-sucker, and so on? Yeah, but tedious leveling/grinding, useless stats points, same content over and over (the pandemonium events, baal rush and so on) again, are not funny. Really. That's not the real game, it's just an excuse to not let it die.
 
Leveling is actually pretty pointless to some extent because in games, in general, you reach max level so you can get max level gear and "start" your build. All the RNG wasted on gear for the previous level drops.

I remember a friend of mine making a Skyrim mod that would procedurally generate bosses at higher levels and spawn higher level gear and you would essentially just try to beat stronger bosses to get ridiculously powered gear.

The grind isn't the grind, the grind is chasing gear and running levels over and over again.

Levels in games where 90% of your stats come from your gear are pointless.
 
These devs eff up their own games then cry, they place everything worthwhile at the end of the journey then get sad that nobody noticed all their work because they were hauling *** to the endgame.

they cheapen their own work,, not the gamers, they can scan countless peoples game libraries and see hundreds to thousands of hours burned in various types of games, there's plenty of examples of games with damn near perfect pacing.

the real issue is they wanna make "endless" games then have to make all types of shortcuts and boosters so players new and old dont feel left behind. vertical progression will always leave a group of people behind once they realize the chase is pointless.
 
I have enjoyed all the Diablo releases. I don't spend my time wishing one was like the others or vice-versa, that would seem a bit pointless really.
 
Oh that is why 99% of the D2 characters on bnet are rushed by existing 95+ characters through all three difficulties and level basically afk standing in countless cow/baal runs executed by uber-geared cookie cutter builds - because the leveling experience/pace is so fun and enjoyable…
 
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