Since Diablo II:
Action RPGs have almost universally adopted the Diablo II style of a series of varied overworlds covered in roving monsters that sit between the major set pieces of the game. From Zelda: Breath of the Wild to the Witcher series, you can expect to be jumped by enterprising gangs of horrors at the drop of a hat.
CD Project Red
Although you can still find plenty of fantasy games set in fantasy dark ages Europe (Skyrim), Diablo II was part of a wave of games that opened up fantasy’s horizons pretty significantly. Nowadays, we expect games to take us on a tour of their world and to find at least a few different weather patterns and cultures as we play. The game can’t claim to be wholly responsible for this, but it’s impossible to deny that it proved you could do more than fight orcs in elaborate basements.
Character Customization
Before Diablo II:
Traditionally, fantasy RPGs would have three or four character classes, each focused on a particular style of play. Maybe you could be a wizard instead of a fighter, but every wizard was basically the same — a weak geriatric who can shoot painful fireworks. Fighters were for slapping people as hard as you could with swords, clerics were for healing and preaching to zombies, and thieves were the Ringos of the group.
Blizzard
These classes were taken directly from Dungeons and Dragons, which at the time was more limited in its scope, but in video games, they lacked the kind of customization you’d expect from a tabletop RPG. Maybe there would be a handful of flavors of Wizard or Fighter, but once you’d chosen a type, they’d typically stay in their pre-defined lanes, and any Frost Wizard was very like another.
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