“It’s meant to last a long time”: Diablo 4 Was Built for Longevity Because It Does Not “throw everything at you at once”

Diablo 4 is a deliberate departure from fast-paced action RPGs, focusing on slow immersion, narrative depth, and gradual complexity.

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The Diablo series has long been a household name in the action RPG genre. It has built a reputation for its fast-paced combat, dark atmosphere, and loot-driven gameplay. However, with the release of Diablo 4, Blizzard wanted to take a notably different approach compared to its predecessors.

the image shows a player using a skill in Diablo 4 The game was built with a different approach. | Image Credit: Blizzard

Instead of bombarding players with complex systems and spectacular battles. Diablo 4 starts with a much slower, inviting players to explore Sanctuary at their own pace. In an interview, game director Joe Shely and lead class designer Adam Jackson explained that the change in approach wasn’t just a tweak, it was a fundamental shift in design philosophy.

Diablo 4 takes a slow approach to set the stage

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In an interview with Eurogamer, Shely, and Jackson shared invaluable insight into how Diablo 4’s design encourages a slower, more methodical gameplay experience, one that rewards players for long-term engagement rather than a moment of excitement, at some interval.

Shely explained that the slower introduction is a design choice meant to immerse players in the game’s dark, atmospheric setting.

This approach is part of a broader effort to deliver a narrative that doesn’t just throw information randomly at players but hints at it so players can discover and experience it organically in the Sanctuary.

Adam Jackson added to the point and mentioned that Diablo 4 is a “return to darkness” for the series and when players start exploring it, the world will feel vast, eerie, and sometimes intimidating, and that’s what their goal was.

This “return to darkness” theme is reflected and shown not only in the tone of the game’s environments but also in its narrative pacing and the way it introduces mechanics and gameplay elements to the players, one at a time.

We don’t just throw everything at you at once: you’ll notice it’s pretty simple, you make very small choices, and you get more and more and more over time.

In contrast to other RPGs that overwhelm players with layers of systems and complex mechanics early on, Diablo 4 opts for a more patient approach.

Players begin with simple choices, and as they progress, they are gradually introduced to deeper systems, more intricate character builds, and ever-expanding lore.

This slower introduction ensures that players are not just rushing through the game to “see everything,” but instead are encouraged to take their time and savor the journey. Sometimes, it’s not just about the destination, it’s about the journey as well.

The game was designed for longevity from the get-go

the image shows one of the boss in Diablo 4 Developers intended to keep the game’s pace to immerse players. | Image Credit: Blizzard

At its core, Diablo 4 is designed for longevity. It’s a game that doesn’t demand your attention all at once but invites you to return and discover more over time.

The developers made sure the game’s world, mechanics, and narrative all worked together to make that happen and create an experience that can sustain players for years to come.

Sure, there are issues with the game, like class balance and various bugs/glitches, which hinder the experience. But with various DLCs and content updates, the game has been keeping players engaged and addressing the issues.

And you’ll see that narratively in the world and how you build your character, and how you do everything in the game. It’s meant to last a long time.

As Shely and Jackson point out, the game’s design is meant to let players build and optimize their characters at their own pace. Players who love to master the mechanics and fine-tune their builds will have the space to do so without feeling rushed into a decision.

In the end, Diablo 4 is a refreshing reminder that sometimes, the best experiences are the ones that take their time (potentially). It’s a game designed not just to impress players, but to slowly, steadily, and purposefully immerse them into the world.

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