Diablo Creator Calls Out Modern RPGs for Losing Challenge and Depth

Rate this post

A lot of modern RPGs, especially action RPGs, have become much faster and more streamlined. Many developers prioritize accessibility and instant gratification, which can make progression feel less rewarding compared to older games that required more time and effort.

David Breivik, one of the original creators of Diablo games expresses – classic Diablo games had a slower, more methodical pace, where building up your character and overcoming challenges felt more meaningful. Today many RPGs throw experience boosts, powerful gear and hand holding mechanism at players, which can reduce the sense of accomplishment.

Breivik wants us to die in battle

Breivik and other old-school developers believe that challenge and risk are what make RPGs engaging. When death is a real possibility, every battle feels more intense, and overcoming obstacles is way more satisfying. In older Diablo games, losing meant something—you had to retrieve your corpse, lose gold, or even restart in hardcore mode. That tension made victories feel earned.

Modern RPGs often soften the difficulty with easy resurrections, generous loot drops, and power scaling that makes players feel unstoppable too quickly. Breivik probably wants players to fear stepping into dungeons again instead of steamrolling everything in sight.

Breivik’s concerns highlight a common issue in modern action RPGs—power creep and accessibility have made combat feel more like a power fantasy than a real struggle.

Modern action RPGs often emphasize speed and accessibility, making leveling up feel automatic rather than earned. When progress happens too fast, the excitement of unlocking new abilities, finding rare loot, or overcoming tough enemies is diminished.

Breivik makes a solid point. In older MMORPGs, character progression was a slow, deliberate process that required real investment. Players had to grind, explore, and truly understand their class mechanics, which created a deeper connection with their avatars. That sense of identity and attachment was a huge part of what made those games so immersive.

Nowadays, many MMORPGs prioritize accessibility, allowing players to level up quickly, skip grind-heavy mechanics, and jump straight into high-level content. While this makes the genre more approachable, it can also make characters feel disposable—more like temporary builds rather than long-term investments.

Breivik’s critique taps into a broader conversation about the direction of game design. Many players are starting to feel that modern RPGs, both action and MMO, prioritize instant gratification over meaningful engagement. While fast leveling and easy mechanics can make games more accessible, they can also take away the sense of accomplishment that comes from mastering a game over time.


Leave a Comment

ˇ