{"id":295202,"date":"2025-02-11T10:25:22","date_gmt":"2025-02-11T18:25:22","guid":{"rendered":"https:\/\/sftarticles.wpenginepowered.com\/es\/?p=348168"},"modified":"2025-07-01T15:25:26","modified_gmt":"2025-07-01T22:25:26","slug":"the-creator-of-diablo-ii-is-clear-arpgs-are-currently-worse","status":"publish","type":"post","link":"https:\/\/cms-articles.softonic.io\/en\/the-creator-of-diablo-ii-is-clear-arpgs-are-currently-worse\/","title":{"rendered":"The creator of Diablo II is clear: ARPGs are currently worse"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">David Brevik, co-founder of Blizzard and designer of Diablo, has expressed criticism about the current state of action role-playing games, pointing out that their excessive speed and enemy saturation have stripped the genre of the depth and sense of connection that characterized the early titles of Diablo. In an interview with VideoGamer, <strong>Brevik commented that &#8220;ARPGs in general have taken to eliminating large amounts of enemies quickly,&#8221; which has transformed the gaming experience into something less appealing.<\/strong><\/p>\n\n\n<h2 class=\"wp-block-heading\">Quality over quantity: an old debate where Brevik knows where he stands<\/h2>\n\n\n<p class=\"wp-block-paragraph\">According to Brevik, Diablo 2 offered a more &#8220;personal and realistic&#8221; experience compared to modern ARPGs, arguing that the game&#8217;s pace allowed for greater emotional involvement. <strong>&#8220;The pace of Diablo 2 is great, and that&#8217;s one of the reasons it has endured,&#8221; he stated<\/strong>. This approach contrasts with the current trend, where new ARPGs focus on instant rewards and the rapid accumulation of loot and experience, which, according to him, &#8220;cheapens the experience.&#8221;<\/p>\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Diablo II: Resurrected | Cinematic Trailer\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/eAIEDm4sUxA?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n<p class=\"wp-block-paragraph\">The designer also emphasized the loss of enjoyment in the journey that these games offer, suggesting that many players are more focused on reaching an end than on enjoying the process<strong>. &#8220;The true pleasure of ARPGs is not in reaching the end, but in the journey,&#8221; he noted. Brevik criticized games like Path of Exile and Diablo 3 and 4<\/strong>, where players are incentivized to quickly maximize characters to access endgame content, arguing that this limits the full experience of the game.<\/p>\n\n\n<p class=\"wp-block-paragraph\">Brevik&#8217;s criticisms add to a growing discussion about the direction of the genre, <strong>which seems to be polarizing different generations of players, where preferences for fast-paced gameplay clash with the nostalgia for a more thoughtful and rewarding approach<\/strong>. Although the debate over these generational differences continues, <a href=\"https:\/\/www.softonic.com\/articulos\/si-querias-que-path-of-exile-2-fuera-mas-sencillo-no-tenemos-buenas-noticias-para-ti\">the impact of his perspective is undeniable in the evolution of ARPGs.<\/a><\/p>\n\n<div class=\"sc-card-program\">\r\n  <div class=\"sc-card-program__body\">\r\n    <div class=\"sc-card-program__row clearfix\">\r\n      <div class=\"sc-card-program__col-logo\">\r\n        <img decoding=\"async\" class=\"sc-card-program__img\" alt=\"Steam\" src=\"https:\/\/images.sftcdn.net\/images\/t_app-icon-s\/p\/3047d89c-96d0-11e6-8546-00163ed833e7\/2505233623\/steam-download.jpg\" width=\"100px\" height=\"100px\">\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-title\">\r\n        <span class=\"sc-card-program__title\">Steam<\/span>\r\n        <a class=\"sc-card-program__button sc-card-program-internal\" href=\"https:\/\/steam.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\">DOWNLOAD<\/a>\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-rating\">\r\n        <svg class=\"rating-score__content\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" version=\"1.1\" x=\"0\" y=\"0\" viewbox=\"0 0 50 50\" enable-background=\"new 0 0 50 50\" xml:space=\"preserve\"><path class=\"rating-score__background rating-score--good\" fill=\"none\" stroke-width=\"6\" stroke-miterlimit=\"10\" d=\"M40 40c8.3-8.3 8.3-21.7 0-30s-21.7-8.3-30 0 -8.3 21.7 0 30\"><\/path><path class=\"rating-score__value rating-score__value--0\" fill=\"none\" stroke-width=\"6\" stroke-dashoffset=\"0\" stroke-miterlimit=\"10\" d=\"M40 40c8.3-8.3 8.3-21.7 0-30s-21.7-8.3-30 0 -8.3 21.7 0 30\"><\/path><text class=\"rating-score__number\" content=\"\" text-anchor=\"middle\" transform=\"matrix(1 0 0 1 25 31.0837)\" data-auto=\"app-user-score\"><\/text><\/svg>\r\n      <\/div>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <span class=\"sc-card-program__description\"><\/span>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <img decoding=\"async\" class=\"sc-card-program__bigpic\" src=\"\" onerror=\"this.style.display='none'\">\r\n    <\/div>\r\n    <a class=\"sc-card-program__link track-link sc-card-program-internal\" href=\"https:\/\/steam.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\"><\/a>\r\n  <\/div>\r\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>David Brevik, co-founder of Blizzard and designer of Diablo, has expressed criticism about the current state of action role-playing games, pointing out that their excessive speed and enemy saturation have stripped the genre of the depth and sense of connection that characterized the early titles of Diablo. In an interview with VideoGamer, Brevik commented that &#8220;ARPGs in general have taken to eliminating large amounts of enemies quickly,&#8221; which has transformed the gaming experience into something less appealing. Quality over quantity: an old debate where Brevik knows where [&#8230;]<\/p>\n","protected":false},"author":9318,"featured_media":295214,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","wpcf-pageviews":1},"categories":[1018,1015],"tags":[8198,1512,8199,2240,8200,8201,4446,7593,2009],"usertag":[],"vertical":[],"content-category":[6823],"class_list":["post-295202","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","category-news","tag-arpg","tag-blizzard","tag-david-brevik","tag-diablo","tag-diablo-2","tag-diablo-3","tag-diablo-4","tag-path-of-exile","tag-trailer","content-category-games"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"David Brevik, co-founder of Blizzard and designer of Diablo, has expressed criticism about the current state of action role-playing games, pointing out that their excessive speed and enemy saturation have stripped the genre of the depth and sense of connection that characterized the early titles of Diablo. In an interview with VideoGamer, Brevik commented that &quot;ARPGs in general have taken to eliminating large amounts of enemies quickly,&quot; which has transformed the gaming experience into something less appealing. 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In an interview with VideoGamer, Brevik commented that &quot;ARPGs in general have taken to eliminating large amounts of enemies quickly,&quot; which has transformed the gaming experience into something less appealing. 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In an interview with VideoGamer, Brevik commented that &quot;ARPGs in general have taken to eliminating large amounts of enemies quickly,&quot; which has transformed the gaming experience into something less appealing. 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