
Although Screen Rant‘s review of Diablo 4 looks favorably on the game, the creator of the original games may have a different view. David Brevik, who worked on both Diablo and Diablo 2 before leaving in 2005, was recently interviewed by the VideoGamer Podcast, and doesn’t seem happy with the modern takes on the series or genre. Brevik states in the interview, “I just don’t find killing screen-fulls of things instantly and mowing stuff down and walking around the level killing everything, very enticing. I just don’t feel like that is a cool experience. I find it kind of silly.”
David Brevik, Diablo Creator, Shares Their Thoughts On Newer MMOs & RPGs
Modern Games Took The Wrong Lessons From Original Diablo Games






The article from VideoGamer states that Brevik’s feelings apply to not only the ARPG genre, but also MMOs, with players having to just rush to the endgame content and not forming an immersive connection with the story and their character. Over the years, games have leaned into that rush but forgotten about the importance of the journey and full experience, instead encouraging players to speedrun.
“How fast can you level? How fast can you kill everything? It’s all about speed and things like that, but, in reality, I just think that makes a kind of worse experience. And I tend to shy away from that direction.” – David Brevik
The “Personal Nature” Of ARPGs Has Changed, According To Brevik
Everything Moves Quickly With Powerful Builds And Hordes Of Enemies


Even the original Diablo and Diablo 2 had a larger than normal number of monsters that could quickly overwhelm a player, yet over the years the games in the genre, not just Diablo‘s series, have continued to see how many more they can throw in.
“Brevik explains that the hordes of enemies take away from the personal nature of the ARPG journey. While the enemy count of the original Diablo games were high for their time, the modern takes on the genre have taken the wrong lesson from those originals.” – VideoGamer
When I played Diablo back in the late 90s, there was certainly more of a pull to explore and all most all loot was valuable in some way or other. Although I love the current Diablo 4, as well as other ARPGs and MMOs, the point that Brevik makes is valid. If these games are only pushing for players to get to the endgame as fast as possible, why even have the other portions of the game at all?
Time will tell whether the genre continues to head down this direction, as it certainly has been getting a positive response from players. Currently, Diablo 4 and other games like it have been encouraging players to feel the “power fantasy” of taking out hordes of enemies as fast as possible, and that certainly is a fun way to play.