System Design in Diablo IV on the Diablo III Website
offers outlooks from
the designers of the next installment in Blizzard's action/RPG series on items,
"Elective Mode-style skill selection," power sources, keyed dungeons, and more.
They also discuss character leveling, saying they are still deciding between
whether Diablo IV
will use level caps, or support "infinite" leveling:
haven’t decided whether the character leveling and experience system should be
finite or infinite. We’ve been discussing the pros and cons of both and would
love to hear your thoughts. There seems to be some concern around infinite being
worse because it will eventually overshadow all the power granted by other
sources. However, we can control how much power each system gives, whether it’s
infinite or finite.
For example, say we’re talking about thousands of hours of gameplay . . . within
those thousands of hours, we could choose to create a finite system that grants
1,000,000 times more power than an infinite system, making it practically
impossible for the infinite system to catch up in power.
Also, power increase doesn’t need to be linear throughout the ranks—it can slow
down as players reach higher levels. We believe the more important question is
what experience feels best for players, and we can playtest various approaches
to tuning to find the power curve that makes the most sense.
We have a couple reasons for having a different experience system in addition to
a level cap. A level cap gives us the ability to grant players a sense of
completion. But for players who want to go deeper into the game, a second
experience system allows us to capture the fun of achieving those really
difficult endgame goals and ranks. We can also introduce additional depth
through this system, because players will be more experienced with the game at
this point. Ultimately, our goal is to create a meaningful system that provides
clear choices depending on your preferred playstyle in the endgame.