Blizzard has to put aside Diablo 4’s “super high” expectations to move forward, series creator David Brevik says

David Brevik, co-creator of the iconic Diablo series, remains a pivotal figure in the gaming industry, having played a crucial role in popularizing the action-RPG genre. His work on the original Diablo and its celebrated sequel, Diablo 2, has left an indelible mark, with both titles frequently cited among the best RPGs in history. After departing from Blizzard in 2003, Brevik ventured into various projects, including Hellgate: London and Marvel Heroes, before founding Skystone Games in 2020. Meanwhile, Diablo 4 has evolved into a massive live-service game, often overshadowed by its smaller competitors. Recently, I had the opportunity to engage in a thoughtful conversation with Brevik regarding the current landscape of the series.

Reflections on Diablo 4

Brevik expressed his enjoyment of Diablo 4, yet he noted a prevailing sense of stagnation. “It definitely feels stuck in a rut at the moment,” he remarked. The seasonal updates, while consistent, lack the revolutionary spark that many players yearn for. The recent developer discussions reveal a hesitance from Blizzard to take bold steps, likely due to concerns about alienating their vast fan base. Instead of innovative gameplay mechanics, players are greeted with premium Starcraft skins. Meanwhile, the remastered Diablo 2 Resurrected has seen minimal changes since its launch, despite some initial enhancements.

Brevik acknowledged the challenges of game development today, particularly for larger studios. “We’ve seen so many triple-A and double-A projects get canceled in the last two years. It’s just brutal, and it’s really difficult for giant games,” he stated. He believes this environment has led to the rise of new studios, often comprised of seasoned veterans seeking stability outside the unpredictable triple-A landscape.

The Evolution of Game Development

Blizzard’s strategy for Diablo 4 has shifted towards evolving the game through downloadable content (DLC), but the company has already postponed its initial yearly expansion plan, with the next major update not expected until 2026. Brevik pointed out that the sheer scale of Diablo 4 complicates efforts for significant change. “Anytime you have a big game and you make any changes at all, you’re going to have some people that are not happy with it,” he explained. The high expectations surrounding popular titles create immense pressure, making it challenging for developers to navigate the balance between innovation and tradition.

Brevik also speculated that the overwhelming number of games released each year contributes to players gravitating towards familiar favorites. “There’s so many products, and there are so many cool games out there, that it’s hard to really keep track and play everything,” he noted. This phenomenon often leads players to return to established titles like Diablo 4.

Innovation from Smaller Studios

Interestingly, Brevik observed that much of the current innovation in gaming is emerging from smaller studios. He reflected on the cyclical nature of inspiration within the industry, noting that the original Diablo drew heavily from games like Rogue. Today, the resurgence of roguelikes echoes this lineage. “Roguelikes in a lot of ways are very similar to the core and draw inspiration from Diablo,” he explained. This connection is evident in games like Vampire Survivors and Megabonk, which distill the action-RPG loop to its essence.

Brevik acknowledged the evolving definition of genres, stating, “It’s really hard to categorize something.” He cited Tyrant’s Realm, a recent release from Skystone, as an example of genre blending, combining PS1-inspired visuals with Dark Souls-style combat and roguelike replayability. “I love that style of games,” he shared, expressing satisfaction with the positive reception of Tyrant’s Realm.

Preserving Legacy vs. Innovation

As our conversation turned to the 25th anniversary of Diablo 2, Brevik reflected on Blizzard’s approach to its remaster. Initially, the game saw numerous additions, including shifting ‘terror zones’ and new runewords. However, since the launch of Diablo 4, updates have slowed, focusing instead on maintaining the game through periodic ladder resets. When asked about the balance between preserving the original experience and introducing changes, Brevik acknowledged the risks involved. “It’s definitely dangerous territory to wade into,” he cautioned. “The more you add to something, the more you change something, the further it gets away from maybe what its core is.”

Ultimately, Brevik expressed gratitude for Blizzard’s respectful treatment of Diablo 2, appreciating that the game has been allowed to stand the test of time without excessive alteration. “I think that they did a good job. And they’ve kind of said, ‘That’s good enough for now, we’re just going to kind of move on,'” he concluded, recognizing the delicate balance between legacy and innovation in the gaming world.

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Blizzard has to put aside Diablo 4's "super high" expectations to move forward, series creator David Brevik says