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* Here you can find a full list of [[:Category:Levels|Diablo III levels]].
==Variety==
Though fans have thus far seen only a few levels, Blizzard promises that there will be lots of them in the final game; as many or more than there were in Diablo II, and with a wide variety of appearances and styles. [[Bashiok]] commented on this in July 2009.[http://diablo.incgamers.com/blog/comments/diablo-iii-dungeons-are-epic-and-unique/]
One big change in Diablo 3 vs. Diablo 2 is the fact that most surface areas in Diablo 3 will be non-random in their general layout. There will still be randomized elements on the surface; but the general shapes of the levels will not vary from game to game. This concept was explained by Diablo 3 Community Manager Bashiok in July 2009. [http://diablo.incgamers.com/blog/comments/bashiok-on-random-dungeon-levels/]
Players who were able to explore the same areas in multiple games, especially the desert surface areas of Act 2, found the outlines repeating every game, but didn't mind the approach. The borders of levels were always the same, but they were much more interesting in their art design and layout than the largely square, right-angles at the edges of outdoor levels in Diablo 2. There were also a number of chests placed around the outer borders of the Diablo 3 surface levels, rewarding players who explored the entire area.
Contained within the surface areas were numerous sections where semi-random objects appeared; in different games a player might find empty space, a small, ruined town, an NPC with a quest, or a big pack of boss monsters, and this kept the exploration and exploration fun. That said, it remains to be seen how well this non-randomization will hold up long term, once players have raced through the same levels dozens or hundreds of times.
Bashiok threw out another large explanation of this system in April 2011.[http://diablo.incgamers.com/blog/comments/blue-explains-how-dungeons-are-randomized-or-not/]
<blue>...while the exterior is largely static, within that defined landscape there are literal square holes (from small to huge) and within those empty square holes a great number of possible pieces can be dropped in. And they’re chosen randomly. So you may play a few games and always see empty terrain in the same place, but on your next playthrough you’ll instead have a broken down wagon appear and a quest giver that needs you to go kill a unique fallen shaman who stole his tools to fix it. And maybe the playthrough after that the square puzzle piece is a short dungeon to explore with a big chest or mini-boss at the end. Ideally it’ll encourage exploration of the exterior zones over and over, hoping to find that a rewarding adventure has appeared.
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Dungeons on the other hand are completely randomized, same as Diablo II.* All of the halls and rooms and all the bits are shuffled around and it’s all different every time. Some of the rooms themselves will offer unique quests if they’re rolled up, and in some cases individual rooms themselves have those square chunks missing and within those randomly chosen rooms a number of random events can occur.</blue>