Summary
While it might be more likeDiablo 2than anything else, Grinding Gear Games' ARPGPath of Exile 2is nonetheless currently one ofDiablo 4’s biggest competitors. As two of the biggest names in the ARPG genre,Path of Exile 2andDiablo 4appeal to a very similar audience of players who enjoy loot-driven gameplay, character customization, and fast-paced combat. However, their design philosophies and core audience focus set them apart in some significant ways, including their approach to world design and how their gameplay fits within that context.
For one thing,Path of Exile 2prioritizes depth, complexity, and replayability, whereasDiablo 4emphasizes broad accessibility and immersive storytelling more than anything else.Path of Exile 2offers far more challenging contentthan whatDiablo 4players are likely familiar with, whileDiablo 4caters to both ARPG veterans and newcomers with streamlined gameplay mechanics and an arguably more story-driven experience. These and several other reasons establish the context for whyPath of Exile 2is unlikely to ever adopt an open-world model similar toDiablo 4’s, as doing so would ultimately diminish what distinguishesPath of Exile 2in the increasingly crowded ARPG space.

Path of Exile 2 Is Unlikely to Ever Feature an Open World
Path of Exile 2 Is Structured Around Instanced Areas and Procedurally Generated Maps
UnlikeDiablo 4, which features an open world with interconnected areas and seamless exploration on its surface,Path of Exile 2is structured around instanced areasand procedurally generated maps. WhilePath of Exile 2’s towns all remain the same, its world maps heavily utilize procedural generation, which means most areas outside of major towns are randomly generated each time players enter them. At the end of the day, this increasesPath of Exile 2’s replayability and ensures players rarely feel bored with the environments they’re bearing witness to and exploring.
Path of Exile 2’s Gameplay Thrives on Close-Quarters World Design
Of course,Path of Exile 2’s close-quarters world design was an intentional choice made by Grinding Gear Games during development, but it simultaneously creates a context for the sequel’s unique gameplay.Path of Exile 2is far more challenging than most ARPGs, as it almost requires players to have the same diligence and awareness that aFromSoftware Soulslikemight demand. This increased difficulty is due in part to the fact that players rarely have anywhere to run in order to escape their enemies and must instead rely on well-timed dodges and efficient use of health and mana flasks in order to stay alive.
In fact, it’s often better to eliminate an enemy group inPath of Exile 2rather than attempt to run past them, as they are frequently persistent in their pursuit and can lead to overwhelming numbers if players are careless.

IfPath of Exile 2were to adopt anopen-world design similar toDiablo 4, its challenging gameplay would potentially go out the window, as players would likely be able to put more space between themselves and their enemies, rather than relying on the game’s combat mechanics. The lack of an open world inPath of Exile 2also benefits its more focused challenges, like those found in its endgame content. Here,Path of Exile 2’s prioritization of instanced areas allows for increased replayability, which is all but necessary in endgame content of any kind.
It’s possible that an open-world model could eventually work for something likePath of Exile 2’s endgame, which sees players navigating a large map and completing instanced runs of various activities. The reason an open-world approach might make sense here is that players could use their character to explore the map on the ground, as opposed to merely navigating the map like the virtual board game that it is. However, again, this would likely diminisihPath of Exile 2’s competitive edge againstDiablo 4, so it’s probably better left alone.






