Rand wrote: ↑
May 9th, 2026, 13:01
rusty_shackleford wrote: ↑
May 8th, 2026, 21:50
It's not. Consider how it lost most or all of the principles category when it threw away various roguelike mechanics. There is very little, if any, consequence for your actions. The world isn't even persistent, whereas roguelikes are persistent for each character at minimum.
All it kept was the mechanics, and without the principles it's just a game with "RPG elements".
The first game was persistent. There were NO respawning monsters or treasure.
The dungeon was randomly generated, as was the treasure both in placement and in abilities.
The monsters were capable of being randomized both in placement and in special powers (if any).
It was even on an obvious grid.
Diablo took randomized levels/items from roguelikes, it didn't inherit much else and its roguelike lineage is overstated.
Randomized items were taken because it's addictive
David Brevik wrote:So the loot lottery is kind of a system
by which random items are generated,
and the best analogy is it's a slot machine.
Every time you kill a monster,
you put a quarter into the slot machine
and you pull the lever and out can come nothing,
you get your quarter back, you know,
you could do pretty well, or you could hit a jackpot.
[game chimes]
And so if you can think of pulling the lever
as every time you kill a monster,
it's got kind of this addictive quality.
Just as slot machines are addictive,
so is the, I am going to maybe win something big here.
It was kind of loosely based on the system
that came from Moria, Angband, Umoria,
those kind of style games.
Randomized levels because they could advertise "unlimited content"
David Brevik wrote:A lot of RPGs were like, oh, we've got a hundred hours,
and things like that, of content.
And we were saying,
basically you have unlimited content here.
Important for later:
David Brevik wrote:
We wanted to be everything that RPGs weren't,
and one of those things was,
we want to just press a few buttons
and get right into the game.
Character creation was this big deal in RPGs.
You would end up answering a bunch of questions
about your history and giving yourself a backstory
and putting numbers into all sorts of stats
before you even knew what the stats would do.
So we wanted to bypass all of that and get directly in.
And that philosophy permeated every decision that we made.
Time from boot up to kill was like,
it's gotta be under a minute kind of thing.
David Brevik wrote:
This was kind of a philosophy that was the, again,
kind of anti-typical RPG.
RPGs at the time were things like,
oh, you're playing as a cleric,
and as a cleric, I can't hold a sword.
It didn't make any sense at all
that, you know, a person who claims to be this cleric,
can't just actually pick up a dagger or pick up a sword.
They could only use maces.
And so in a lot of ways, we wanted to make
the anti-system for that,
which was this kind of like multi-classing,
or everybody can do everything, kind of system.
So as a warrior, you could cast spells.
You may be a lot worse at it.
It may take you extra mana.
Your spell casting animations are longer,
but you could do it.
It was the system where you could make any class you wanted.
There were no restrictions,
like so many of the other things
that we thought were just barriers to fun.
And so making it so that it was kind of
this free form was really important to us.
And again, it was more of the anti-RPG at the time.
If we return to how I defined 'RPG principles':
RPG principles are the soul of the genre: the broader design commitments that couple the player character to a responsive world model so that who he is, what he can do, and what constrains him shape access, action, resolution, and consequence.
Traditional roguelikes express RPG principles much more strongly than Diablo. Roguelike characters may be narratively thin, but very deeply rooted in the rules of the world. His capabilities are not merely killing monsters but tools for survival and creative problem solving. And likewise his limitations are not just lower damage numbers but things like encumbrance, cursed & unidentified items*, racial limitations, etc.,
* — I know Diablo has these, but it's just part of the loot lottery. It has no real impact due to item selection and the mechanic being trivialized.
Diablo uses some mechanics from roguelikes in the same way it uses RPG mechanics, but largely detaches them from the RPG principle of coupling the player character to a responsive world model. Instead these mechanics are used in service of replayability and rewards. Neither the capabilities nor constraints make the world substantially different between characters beyond how effective they are at killing and looting.
The decision space is expanded by capability and shaped by constraint, Diablo's decision space is narrow and poorly differentiated. Your choices are largely boil down to combat efficiency.
Diablo is an RPG mechanically and genealogically, but not in terms of actual game design logic. The dominant design logic of Diablo is that of a hack-and-slash looter.
People often mistake "choice & consequence" for dialogue trees and quest branches but that is not so. Deciding whether to descend another floor, rest, fight, flee, identify an item, wear something unknown, spend a consumable, eat food that may be rotten, carry too much, or enter a dangerous area can all be RPG choice if the game has a world and character model that actually preserves the result.
So if you wanted to say "RPG principles" is just "choice and consequences"… then, yes. But it's a very
broad interpretation of choices and consequences that starts at the character selection screen. Roguelikes embodying RPG principles under this definition is a rebuke of the idea that RPGs should solely or most importantly be about branching dialogue.