Diablo 4 Open World

At the heart of Diablo IV is player choice. There is no one singular way to play the game; players will carve their own path forward, shaping their destiny in a nonlinear way of their choosing. This ethos extends to character customization, player skills, exploration of Diablo IV’s shared open world, its social systems, and of course—the end game.

Players will be able to use mounts to traverse across long distances. World Bosses are encountered in the open-world areas. The open-world is fixed, and not randomized. While the game has shared-world elements, it is not an MMO. Towns may become social hubs for a player once key story elements have been completed. Roads link various areas—sticking to the roads allows players to bypass monsters, while heading off the path will take them towards higher monster densities. Each zone has associated renown that the player can earn. The campaign is expected to take 45–50 hours to complete on a first playthrough.

Open World D4

Diablo IV is the next generation of action RPG, melding monster slaying and loot collecting with a fully realized open world.

Diablo 4 Open World

  • Open world maps will be preset, not randomized (unlike dungeonsr).
  • While travelling you will sporadically encounter other players after progressing through the story in that area, or more frequently when you enter a town or at large events in the open world. Not encountering too many players outside of towns and large events is an intentional design choice. The developers believe that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers.
  • Dynamic weather (with day/night cycles) will affect the environment, monsters, and the player visually. Certain class skills will change weather temporarily.

One really cool thing about having an open world is your journey that you take throughout Diablo IV is your own. There’s no linear path that you have to follow.

Local events are really cool little story segments that happen within the open world. You’ll be running through the world, a local event will pop up, and you can choose to participate in it… or get a group together and just wail on these, like, giant world bosses. These events take a lot of people, and you really have to work together. Being able to see all the players on your screen collaborating, trying to take this big monster down, it’s epic.

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Is there a limit on the number of people you can see in the open world?

Sure. So there is a limit to the number of people you see at any one time. It just dynamically depends on the kind of content you're doing. We want the exploration of the open world to feel like Diablo to feel like a desolate place. If you're running around in this harsh world and you're being cast to do things, or you're trying to defeat evil, but there are 20 other people defeating the same evil at the same time. You really lose that sense of a Diablo experience. So we were very been very careful and we've actually been tuning it throughout the development process tuning exactly how many people you'll see when you're out exploring an open world area.

You know strongholds and strong dungeons are completely private experiences. So you'll only see people that you've invited to your party or if you don't invite anyone, you won't see anyone right, and then of course, when you're in public spaces or when a stronghold becomes a public space, you'll start to see other people there. But you won't see a whole lot of people in those areas.

If you're doing events, likely you might see more players in that area. Then, when you go to a town, that's where you're going to see the most other people. You're going to get to see everyone else's cool gear and you can form parties and like you know engage in various social activities with other players.


Open World & Multiplayer Gameplay

Unlike previous Diablo games, Diablo IV is fully open world. This means you can explore any of the five distinct regions in any order, at any time, and travel seamlessly between them. Sanctuary will become a living, breathing place to explore and plunder. With introductions like monster ecologies tied to regions, a shared player world with public events, and town points of interest that act as social hubs, Diablo IV will feel a little less lonely (though no less bleak).

The distinctive regions we’re introducing are connected contiguously, for streamlined adventuring from area to area with no loading interruptions.

Scosglen

Home to the Druids, this verdant and rainy land is heavily forested and borders the coast. Werewolves lurk in the thick foliage and the new monster family, the Drowned, crowd the haunted coastlines, waiting to drag unsuspecting victims to a watery doom.

Diablo 4 Scosglen

Fractured Peaks

Snowy and secluded, a sect of devout priests find refuge in the isolation of this high mountain range. They seek enlightenment while remaining unaware of the horrors that dwell in the dark cave complexes below.

Diablo 4 Fractured Peaks

Dry Steppes

The unforgiving, harsh environment of the Dry Steppes is home only to the hardiest—or desperate—souls. Be warned; the denizens of this land will do anything to survive, resorting to anything from petty banditry to savage cannibalism.

Diablo 4 Dry Steppes

Hawezar

Witches and zealots call this snake-infested swampland home, scouring the murky depths for ancient artifacts. The unaware will quickly find themselves in dire straits.

Diablo 4 Hawezar

Kehjistan

As we’ve seen from previous visits to Alcarnus and Caldeum, the desert shadows of Kehjistan make excellent cover for a group of rising cultists. They quietly plumb abandoned ruins, seeking power to aid the return of the ancient Prime Evils.

Diablo 4 Kehjistan


Open World

One of the main new features we are bringing to the Diablo series is the open world of Sanctuary. So, while you can concentrate on the story campaign and work through that, we have a variety of open world systems and pieces of content that you are also discovering along the way. If you want to take a break from the main campaign and go exploring, crafting, or PvPing, you are free to do so.

During the playtest, we saw this variability in action quite a bit. On an average playthrough, team members took several hours to complete the campaign content for the region, but those who focused only on the story finished the arc in less than half the average time (and were, of course, able to do side content after that). We think the ability to approach the game with a different mix of story and side content tailored to your own appetite will make playing (and re-playing) the campaign more enjoyable than it has been in previous ARPGs.

Diablo 4 Open World

Playtests like this one allow us to collect and aggregate data to help guide our design. This distribution heatmap indicates areas in the Dry Steppes that saw the most traffic.

While we have many open world activities, such as crafting, events, world PvP, and side quests, perhaps the most popular open world feature was Camps. These are locations of importance that have been overrun by enemies, which once cleansed turn into friendly outposts with NPCs and a waypoint location. While there is a backstory to each camp, most of the storytelling is visual and quests don’t directly send you to them. For example, one of the camps in the zone was a town afflicted by a curse that turned villagers into piles of salt. Another was a crypt, haunted by a spirit that possesses the bodies of various undead—jumping from skeleton to skeleton until you defeat him.

We really dug the impact of seeing the world change as you reclaim a small piece of Sanctuary and bring hope back to its common folk. We look forward to the Open World designers showing you more about this feature in the future!

Diablo 4 Open World

Diablo 4 Open World

Diablo 4 Open World

Camps start out as hostile and turn into small hubs with a waypoint and vendors after being completed

Finally, mounts were another thing you could obtain during the playthrough. We really liked how the open world interacts with mounts—you could get to your objectives more quickly without trivializing travel or combat. Itemization for mounts also opened up a new axis of progression.

One of my favorite things about mounts was customizing it by attaching a trophy to the saddle to signal to other players that I had completed an obscure challenge in the zone. Of course, there is more work to be done on mounts. For example, on navigation and tuning, it is currently too easy to get stuck on stray pieces of collision or to get dismounted by a random enemy projectile. These are all things that are just going to get better the more we play and tune the feature.

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