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Diablo creator rips into novel ARPGs for being all about “killing show conceal-fulls of things straight,” says Diablo 2’s pacing “is gigantic” and “that’s one of many explanations it’s endured”

“Diablo’s Visionary Critique: The Enduring Legacy of Pacing in ARPGs”

By on February 8, 2025 0 57 Views

David Brevik, the main designer on the new Diablo game and the individual most often credited with the inception of the ARPG franchise, is not really a big admirer of contemporary ARPGs.

In a conversation with VideoGamer, Brevik criticized the rapid pace of many newer ARPGs. While he refrained from naming specific titles, it’s quite clear he is alluding to Diablo 4 and possibly, Path of Exile 2.

“I believe that ARPGs, in general, have begun to gravitate towards this: annihilating hordes of enemies extremely quickly,” Brevik stated. “Your goal is obliterating all sorts of creatures so you can gather more drops, level up, and the screen ends up cluttered with items you aren’t interested in.”

Indeed, Diablo has always revolved around clicking to eliminate foes and not much else, and I say this with a deep appreciation for the franchise as someone whose initial online passion was the original Diablo. However, Brevik appeared to be suggesting that the tempo of those kill-clicks was more measured and intentional back when he was part of Blizzard.

“I don’t see that as personally and practically appealing like in Diablo 2. The rhythm of Diablo 2, I believe, is fantastic,” he remarked. “That is one of the reasons it has endured over time. I just don’t find the act of obliterating screen-filling mobs and plowing through everything to be particularly engaging. I find it somewhat absurd.”

As someone who plays and generally enjoys Diablo 4, I understand Brevik’s perspective. There is certainly merit in the restraint demonstrated by the earlier Diablo games regarding enemy density and player builds, which contributes to a richer, more subdued, and immersive experience.

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