The Diablo series suffers from "Blizzard post-2000 syndrome" in that they just add too much unnecessary storyline that nobody gives a goddamn about.
See Diablo 1 and WC 1 and 2. All games with extremely minimalist plots. D1 was about a heroic adventurer arriving in a town under demon siege from below, WC 1 and 2 were about bad orks and good humans. No further explanation or motivation required, just get killing. And this was fine - all these games were very atmospheric, Diablo had occasional story tomes in the dungeons you could read if you gave a shit about the story of the Sin War or whatever and WC 1 and 2 had the well-done mission briefings talking about stomping on human skulls and the beautiful cinematics just depicting a bit of murder and mayhem. They put in just as much storyline as was necessary to maintain immersion without it getting irritating.
Diablo 2 introduced a shitload of "background lore" about angelic powers, magical worldstones, faraway lands and demonic politics that really added very little to the goal of "find Diablo AGAIN and kill him" and WC 3 went full retard by painting the orcs as being some kind of noble savage race corrupted by evil demons and wharrgarbl.
You make good observations but draw wrong conclusions. Basing on what you stated, the quantity of the content is not the real problem. It's its quality that dropped significantly over the years. Sure the older games had simple plots, but if you look at both Diablo 1 and 3 the story is the same - kill the bad guy in my basement. What made the difference? I will tell you: the stuff that was in Diablo 1 was meaningful. Everything in the setting, as minimalistic as it was, conveyed a variety of themes: sacrifice, corruption, degeneration, betrayal, redemption, retribution while creating a sense of anxiety. The elements of the setting, as admittedly few and inadequate as they were had at least some purpose and they achieved it through voice acting, dungeon design, music, judeo-christian homages etc. In Diablo 3 they are meaningless fluff. Sure the same themes appear, but it is not purpose of the plot to touch upon them. Their execution is childish and they only serve no other overarching theme than explosions.
Seriously - all that story, lore and blue particle effects support nothing but sensationalist bullshit, while totally undermining what D1 and D2 had to say. And this is totally paradoxical, as I am sure the plot for Diablo 1 was constructed as an afterthought (of a genius) and somehow was far more meaningful than all the millions of dollars that went into rendering those bullshit CGIs in D3.
Guys who write storylines for games not needing storylines need to accept that they're not Dostoyevski and that "less is more" for that sort of game.
I disagree. I actually think that with proper writing team cooperating with gameplay designers you could make an outstanding game: one where gameplay supports setting, setting supports plot and plot supports gameplay. The problem was - once again - the quality. You can't save shit with what they offered - it was a total, utter nonsense that wouldn't fly in writing 101 class. As the article pointed out there are numerous problems, why the shit they put simply couldn't work well
anywhere - in whatever medium you choose.
And even if they did go for minimalist plot, but left the most retarded elements, it would make it better only in the sense: there's less plot, so there's less pain. And somehow the plot of Diablo 1 wasn't that painful to follow.