One of the major design decisions behind Diablo 4 was the open world. Here, we take a look at how open world design fits into Diablo, and discuss whether it can properly implement this concept in Diablo 4.
Level Design And Art
First, let’s talk about the level of design. There are 5 main areas or biomes in the game. Luckily, each zone has its own identity, and most of the time, you can clearly visualize which zone you’re in.
Hawezar has swamps full of rot and poison. Fractured Peaks Strongholds are full of snow mountains and polar bears. And Kehjistan is a never-ending desert. As a result, each area feels unique, with its own visual identity, but still maintains the same dark vibe.
I can safely say that one of the strongest features of the open world is the art. The art team did a fantastic job of creating this intense, dark, eerie atmosphere in the game. The detail is stunning, both in the world and in the character models.
But it’s a shame that Diablo 4 doesn’t have a bestiary or model browser to see all the places in the design in more detail. Another thing I’d love to see more of in the open world is the addition of more landmarks.
Landmarks And Memorable Moments
Over the course of my challenge campaign, the only area I can really say I remember well is Caldeum. It is a decaying city occupied by hellish forces, unlike any other city in the world.
Another place of note is Guulrahn, with its dark atmosphere and bloody streets. This is another memorable and unique place in the open world. Many games take advantage of this option of the open world format, adding landmarks and memorable places throughout the game.
Activities
The developer has been encouraging you to explore its campaign, but here, at this stage of the game, things are getting a little shaky. Which of these activities are worth doing and are actually fun and engaging?
First, Side Quests are definitely not worth doing, and their rewards are not worth your time at all. Altars of Lilith seem like a dirty campaign to me. Because I’ve never liked to gather Diablo 4 Items in the open world, especially if those items won’t add to the lore and story, but just filler.
Tree of Whispers is good until you reach World Tier 3. You start running Nightmare Dungeon, and Tree of Whispers also starts being replaced by farming Helltide. But it’s a great way to level up your character. Because it gets you into different areas, discrete events, and is more fun than spamming the same dungeon repeatedly.
Helltides are a great addition to the open world and one feature that I believe really takes advantage of it. This situation is further expanded throughout the life of the game with the addition of unique events in Tides of Hell.
Also Read: How To Quickly Level Up Necromancer Build In Diablo 4 Season 1?
Open World Traversal
Now let’s move on to what I consider being the fundamental problem with Diablo 4’s open world design: traversal. Because going from one point on the map to another is pretty boring.
First, the way we traverse the open world is extremely static. You just sit on the horse, keep pushing the analog stick on the controller, and wait to get there.
Traveling through the open world in Diablo 4, sometimes there is a random event. You might run into a bunch of mobs, but Diablo 4 Gold rewards from killing them are too small to be worth your time. Overall, the traversal of the game isn’t engaging enough that the open world feels completely lifeless.
Conclusions
The whole point of open world design is that you have the freedom to choose what to do and what not to do. But I also believe that for an open world to be successful, it has to be alive. And it had to happen something to break the cycle of just running around the world.
So what do you think of the open world of Diablo 4? I hope this improves Diablo 4’s lifecycle.