"You’ve cheapened the entire experience” Diablo creator bemoans the current state of ARPGs and MMOs
In a new podcast interview, David Brevik had a lot to say about modern-day ARPGs

Original creator of the Diablo franchise, David Brevik was interviewed recently for the VideoGamer podcast, and while the episode isn't live yet the guys over at VideoGamer have published some of the best bits which are sure to get some tongues wagging in the ARPG community. As the battle between Diablo and Path of Exile rages on amongst fans, Brevik bemoaned the faster-paced nature of current-day ARPGs, and I can't help wondering if his comments were more focused on Diablo 4 than anything else. The latest season has certainly had the dial turned up to 11 for loot rain, but I did enjoy Season 7 a lot. Do modern gamers really want the slower methodical paced gameplay the Brevik is harking back to in this interview? We'll get into that shortly, first here's his comments.
David Brevik, the original creator of the Diablo franchise, recently shared his thoughts in an interview for the VideoGamer podcast. While the full episode isn’t live yet, the VideoGamer team has teased some highlights that are already stirring up conversation in the ARPG community. As fans continue to debate the merits of Diablo 4 versus Path of Exile 2, Brevik lamented the faster-paced gameplay seen in today’s ARPGs and MMOs. Though I stress he didn’t name any titles specifically, it’s hard not to wonder if his criticism was aimed directly at Diablo 4, especially with its latest loot-heavy season, Season of Witchcraft.
Season 7 certainly ramped things up, and I enjoyed it quite a bit. But it does raise a question: do modern gamers really crave the slower, methodical gameplay Brevik is reminiscing about?
Brevik on the current pacing of ARPGs and MMOs
“I think that a RPGs in general have started to lean into this: kill swaths of enemies all over the place extremely quickly,” Brevik said in the interview. “Your build is killing all sorts of stuff so you could get more drops, you can level up, so you can like, and the screen is littered with stuff you don’t care about.” Although he acknowledges Diablo 2 wasn’t perfect, Brevik elaborated on why he finds modern gameplay less engaging: "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. I just don’t feel like that is a cool experience. I find it kind of silly.”
While the full interview hasn’t been released, these snippets are already fueling online debates and I'd bet there are multiple Youtube videos incoming considering Brevik's status in the gaming community. Although Brevik doesn’t mention Diablo 4 or Path of Exile 2 by name here, the implications are clear—and fans on both sides are taking note.
What do the Diablo 4 audience actually want?
Let me share a little secret: it’s impossible to please Diablo players. When Diablo 4 launched in June 2023, it was praised for its story and campaign—arguably the best in the franchise. But its endgame? Not so much. Players criticized its pacing and lack of meaningful endgame. Ironically, while Diablo 2 fans have spent years farming Baal without reaching max level, the same grind is considered intolerable in a modern Diablo game.
In our interview with the developers last year, Rod Fergusson addressed this disconnect:
"When you launch something, you're always doing it with a set of assumptions. We had the assumption that D4 was meant to be more D2-like. And so one of the assumptions was that people were going to be okay with the long grind for the Unique or an Uber Unique in particular, because in Diablo II, it can go years. You can go three years before you find the Uber you're looking for. And in fact, like there's a name called the Holy Grail, which is getting one of everything, which literally takes years. And so we were like, okay, this is what people love about the progression of D2, that idea of that very long chase. And so we launched that way with D4 and we found out very quickly that if you don't give me my Uber in my season, then I'm upset."
Translation: Blizzard tried the slow-burn approach of Diablo 2 but faced immediate backlash. The result now is Increased mob density and a legendary loot rain closer to Diablo 3—a shift I personally enjoy. But this faster pace comes at a cost, with updates feeling increasingly buggy, something Blizzard has openly acknowledged.
It's super unfortunate as some knock-ons occurred. Quality of releases has been a big topic and something the team is acutely aware they need to be better at. It won't be overnight but its one of the big things a lot of focus will be on.February 4, 2025
You can't please everyone
Not everyone agrees with me on Diablo 4’s current pace, and that’s fine. For those craving a more methodical and grueling challenge, Path of Exile 2 might be the better fit. However, even PoE 2 is navigating its own teething issues, albeit under the protection of Early Access. Personally, I blame Elon Musk.
Ultimately, the debate boils down to catering to two distinct audiences: casual players like myself and hardcore fans looking for a punishing grind. From a business perspective, Blizzard’s focus on the more profitable casual audience makes sense, even if it frustrates Diablo 2 purists.
Where can I listen to the David Brevik interview?
The VideoGamer podcast can be found on Spotify, and I'll update this page when the episode goes live. You can read more about David Brevik's experience at Blizzard and some other interesting facts about Diablo in Jason Schreier's Play Nice.
UPDATE: The podcast is now live here.
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Jen is a News Writer for Windows Central, focused on all things gaming and Microsoft. Anything slaying monsters with magical weapons will get a thumbs up such as Dark Souls, Dragon Age, Diablo, and Monster Hunter. When not playing games, she'll be watching a horror or trash reality TV show, she hasn't decided which of those categories the Kardashians fit into. You can follow Jen on Twitter @Jenbox360 for more Diablo fangirling and general moaning about British weather.
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fjtorres5591 He isn't wrong.Reply
Many so called RPGs (of all classes) are so narrative/lean and combat focused they are more arcade games than RPGs.
(Here's looking at you, Veilguard.)
It reflects poorly on the few remaining true RPGs. -
Hanserya I agree with him. I played D4 early on and was thrilled by how reminiscent the experience was of D2. Then that goofy "season of loot" dropped and I gave it up cold turkey. Haven't even thought about playing again and most likely won't be back for the DLC.Reply
Oh well... -
PrydzIsBatman As someone who has been playing since Diablo 1. I quite enjoy most of what D4 has to offer. I absolutely despise that long grind. People should not have to be hardcore players to feel rewarded. I have put 7400 hours into D4. More than most of the player base. I have some of the worst luck... I'm also mostly a HC player. But there are people with less than HALF the hours that tend to have more than double what I have. I'm just very unlucky when it comes to drops. I like the fact that if you put in the time, you can craft most of these items. I think you should be able to do that with triple/quadruple GAs too. Or a pity system.. That would be even better honestly.Reply
Saying all that, I can't even play PoE2.. It's way too clunky and slow paced for me. It's like D2, but modernized a little bit... The bag space? Ugh... I like progression. I want to see new and improved. I don't want to be stuck in the past. The past is the past for a reason.
The real solution is just to have 2 versions of the game. D4 and D4 Classic (for the boomers out there). All the old heads who want to grind for years can play with each other. Then everyone who likes new games can play the revamped version. You'd barely have to touch the classic one and the new one could be finer turned for today's gaming. -
Hanserya
Games that offer casual progression without the grind are no more "modern" than open world or sandbox games are. They've been a part of the zeitgeist ever since gaming became popular in the 80's.PrydzIsBatman said:As someone who has been playing since Diablo 1. I quite enjoy most of what D4 has to offer. I absolutely despise that long grind. People should not have to be hardcore players to feel rewarded. I have put 7400 hours into D4. More than most of the player base. I have some of the worst luck... I'm also mostly a HC player. But there are people with less than HALF the hours that tend to have more than double what I have. I'm just very unlucky when it comes to drops. I like the fact that if you put in the time, you can craft most of these items. I think you should be able to do that with triple/quadruple GAs too. Or a pity system.. That would be even better honestly.
Saying all that, I can't even play PoE2.. It's way too clunky and slow paced for me. It's like D2, but modernized a little bit... The bag space? Ugh... I like progression. I want to see new and improved. I don't want to be stuck in the past. The past is the past for a reason.
The real solution is just to have 2 versions of the game. D4 and D4 Classic (for the boomers out there). All the old heads who want to grind for years can play with each other. Then everyone who likes new games can play the revamped version. You'd barely have to touch the classic one and the new one could be finer turned for today's gaming.
Ever hear of Pac Man, Space Invaders, or Tetris? How about Super Mario Bros? Or Sonic? Or Kirby? Gauntlet, anyone?
I'll never understand this desire to revise history in some weird attempt to frame others as nostalgic old people. -
Nooneofimportance
Tell me you don't know what you are talking about without telling me you don't know what you are talking about !Hanserya said:Games that offer casual progression without the grind are no more "modern" than open world or sandbox games are. They've been a part of the zeitgeist ever since gaming became popular in the 80's.
Ever hear of Pac Man, Space Invaders, or Tetris? How about Super Mario Bros? Or Sonic? Or Kirby? Gauntlet, anyone?
I'll never understand this desire to revise history in some weird attempt to frame others as nostalgic old people. -
Hanserya
Well, it doesn't seem like you really understand what we're talking about considering that the only response that you can muster is something that you learned from the "cool kids" over on Reddit.Nooneofimportance said:Tell me you don't know what you are talking about without telling me you don't know what you are talking about ! -
PrydzIsBatman
You can't continue to have the same game continue to come out over and over... You need to improve and progress. No one wants to see or play the same thing over and over, especially now. I had a Atari. So you can keep the name dropping out of the debate.Hanserya said:Games that offer casual progression without the grind are no more "modern" than open world or sandbox games are. They've been a part of the zeitgeist ever since gaming became popular in the 80's.
Ever hear of Pac Man, Space Invaders, or Tetris? How about Super Mario Bros? Or Sonic? Or Kirby? Gauntlet, anyone?
I'll never understand this desire to revise history in some weird attempt to frame others as nostalgic old people.
No one said anything about not having a grind. It's the 'take 3 years to get the item' approach that will not work in modern day gaming. Not many people have the attention span to continue playing the same game for that long. They need to be rewarded quicker than the days of old. I'm very grateful for the progression. Hell, I love new game+ games. Why? Because they add to the original play through. Something like Ratchet & Clank is a perfect example of a game with an amazing 2nd play through on new game+.
Revising history and learning/progressing from the past are 2 different things. What worked back then might not work today. New generations want new stuff. -
Hanserya
It isn't a modern concept at all. Gauntlet was a D&D style game. You crawled dungeons, fought bosses, leveled your character, and improved them with new equipment found during the run. It was released in 1985. You couldn't even save your progress in the "ye olden times" of gaming. How could you possibly grind for years when you didn't even have a save point?!?PrydzIsBatman said:You can't continue to have the same game continue to come out over and over... You need to improve and progress. No one wants to see or play the same thing over and over, especially now. I had a Atari. So you can keep the name dropping out of the debate.
No one said anything about not having a grind. It's the 'take 3 years to get the item' approach that will not work in modern day gaming. Not many people have the attention span to continue playing the same game for that long. They need to be rewarded quicker than the days of old. I'm very grateful for the progression. Hell, I love new game+ games. Why? Because they add to the original play through. Something like Ratchet & Clank is a perfect example of a game with an amazing 2nd play through on new game+.
Revising history and learning/progressing from the past are 2 different things. What worked back then might not work today. New generations want new stuff.
For that matter, the term "grinding" wasn't even a common term in the gaming lexicon until MMORPGs became popular in the late 90s to early 2000s. Plenty of games had some mechanics that you could call grinding sprinkled in here and there, but it wasn't a part of the core gameplay loop until games like EverQuest and Diablo came onto the scene.
This entire argument would be like a bunch of kids walking around in JNCOs or bell bottoms and calling them modern fashion trends.
Instant gratification and quick progression have literally always been a part of the equation. There's absolutely nothing modern about it. The most popular games have always been the ones that were the most accessible to casual players because they have a bigger audience. It's that simple. -
Blackbirdx61 If I may Jenn, I think David is half right. IMHO the biggest problem in MMOs/RPGs is devs have forgotten casual does not men comatose, The early fighting games had a difficulty curve, easy to insane, most players moved past the easy in a day or two, a good few never got to insane; But I think if you find that sweet spot where your challenging 70-80% of players, and not just smiting them for having some tiny detail wrong in their build. Player's will reward you. While taking candy from babies is almost as boring as being just relentlessly smited. The industry needs to relearn the art of balance, and I think the first studio to rediscover that balance will be handsomely rewarded.Reply