Diablo 4: 10 Huge Things It Must Fix From 3
4. No More Map Randomization
https://www.youtube.com/watch?v=XzME2Yw-yOEBoth Diablo and Diablo II used a Havok game engine to create almost completely random dungeon maps when players began. Though a select few locations always had the same format, these were usually reserved for towns, small dungeons or boss fights. The major wilderness was vast, and players spent a lot of time exploring, looking for the location needed to complete their quests.
In Diablo III, however, Blizzard used their own game engine, and so most of the maps followed the same generic structure and rarely brought anything new to the direction that players had to follow.
For example, during the final part of Act III in Diablo III, the players had to go through the ‘Sin Hearts’, a tower with multiple levels going through Hell. The only thing that really changes are which kinds of monsters will appear on which levels; everything else, general direction, waypoints, story points, are all in the same locations. Thus, the whole notion of Diablo III being a repetitive game gets taken up a notch.
This made the entire process of completing quests predictable and repetitive, which really hurt the game’s replayability factor. A big part of the enjoyment in Diablo I and II was the randomness, a feature which will have to be reintroduced in Diablo IV. Forget Blizzard's own engine; the Havok engine of Diablo III's predecessors was a much better feature that made the exploration aspect so much more worthwhile, even if it did take longer.