sser, we usually judge genres more by their gameplay than how atmospheric they are.
Seems like a controversial statement to make, particularly on this site where people are remarkably prognostic about games almost entirely based on how they're presented and previewed alone. The newer gen of Divinity game have okay gameplay but a lot of people ditch them because they can't get past the hacky tone, just for one recent example.
And I thought I was quite explicit in explaining that Diablo 1 and Diablo 2 do not feel
or play the same to me, something I've felt since D2's release. Diablo 1 started as a turn-based game riffing on roguelikes and it shows that in many ways. The pacing and gameplay is quite reflective of the setting which tracks as an unbroken path from beginning to end, whereas in Diablo 2 all these concepts are almost wholly divorced and it very much is a vehicle for online multiplayer (read: BNET). The atmosphere reflects elements baked into the gameplay just as any other game. One of the big "huh" moments for me was how wide open D2 could feel despite running a party around its game-space, whereas playing Diablo 1 alone still managed to feel like a very cramp, calculating experience.
Diablo 1 invites a lot of exploration and slow, measured gameplay because it deploys a very finite world right out of the box, which I'm starting to think some people here are forgetting.
Grinding in Diablo 1 wasn't possible unless you
restarted the game, an action that could devalue your items by the way. You couldn't just do Bhaal runs for a day like in Diablo 2, because Diablo 1 asks of you to be cautious, deliberate, and invested just to stay alive and maintain levels with enemies. You know, like the many roguelikes of that era which inspired it. Diablo 2 is more the 'skinner box' and casino side of things. Those were elements in Diablo 1, just as they were in roguelikes, but they were clearly not the sole design totem because grinding for items and spellbooks was literally prohibitive to your progress both in-game and as a measure of your actual personal time. I think people are conflating the marketability of randomized loot and fast-paced gameplay in regards to Diablo as a profitable
series as though it were a running design theme of the original game which spawned said series.