Diablo 2 creator says players treated the action RPG like a "lifestyle game" because it was fun, and MMOs like World of Warcraft had more to do with starting the live service trend

A demon towers over its foes in some Diablo 2: Resurrected concept art
(Image credit: Blizzard)

Diablo's moreish tap-and-loot loop definitely has a lot in common with some live servicey features, which are mainly aimed at keeping people on the seasonal hamster wheel forever, but the series' co-creator doesn't think Diablo was designed with the same intent.

Blizzard North co-founder and Diablo co-creator David Brevik recently chatted with the VideoGamer podcast and explained that Diablo 2 was so widely popular at the turn of the century because it was a damn good time, not because of what we now consider live service-style bits, like battle passes, never-ending updates, and shop rotations.

Ladders in Diablo 2 were a closed multiplayer realm where players would create a new character from scratch and grind for XP to top a leaderboard, which would then reset at a certain point, but Brevik doesn't think it has much to do with the live service fluff we see now "where you’re competing in this particular thing or you've got some kind of special mechanic for this season and you've got a season pass - that stuff didn't really come out of Diablo 2."

Freelance contributor

Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.