I agree, however, all I said was that limiting how much the player can see on screen would mess with the gameplay we saw in the gameplay video. I think that Blizzard made the lighting that way for a reason and the gameplay I saw supports that theory.
I kinda liked the idea of light radius existing as an item mod and actually doing something. If you can already see everything... Although, most of d2 ruined this already, but it still had a few really dark areas.
The two biggest fears are death and the unknown, heightened by the proper atmoshpere and audio. The fear in many games often results due to sensory deprivation or sensory limitation; not knowing whats there. Diablo 1 had this, most of diablo 2 lost this... diablo 3 seems to irradiate it.
Quote from "Doppelganger" »
... it was about athosphere for me (and a huge chunk of that got lost in D2, ...
if art design can just convey the right mood and setting, wich D3 fails to bring even more then D2.
agreed
Quote from "Kenzai" »
Actually you can also achieve a darker feel without using less light.
Color choice and the general atmosphere matters.
true, but blizzard isnt doing that, as far as we can see.
It's not the Warcraft style in the slightest. And last I checked, you haven't stated any criteria that would give us reason to believe you know better than Jay Wilson.
Notice how the body parts are not properly proportioned. The lower halves of his legs and his forearms are humongous. Now explain to me how that is similar to Diablo 3. Oh, also note the grittier and higher detail in the character model of the barbarian and witch doctor, especially in the face.
Look at the detail in the barbarian's arms. Extremely photorealistic. Arthas, on the other hard, looks like a friggin' gundam with a cartoon character's facial details. The motherfucker looks like Maleficent from Sleeping Beauty. By the way, the D3 characters don't seem too colorful either. But I'm going to entertain your ideas. Please tell me what you would recommend to make the game better. After all, you are the one with a degree in art and game design, right?
dude, you Cant compare an RTS unit with a main character of a RPG
one is abut 30 polygons, the other is about 3000...
also, warcraft is 5-6 years old
im not a fan of it, but in RTS games the units can be bulky and disproprortionated becouse thay are small. RPG is a completely different story. The character is always on the center fo your screen so it has to be detailed and much more cooler becouse you are going to see it for the rest of the game
in warcraft, no one get close like tht to a character for more than 30 seconds, becouse it enough to see if you like it or not...
dude, you Cant compare an RTS unit with a main character of a RPG
one is abut 30 polygons, the other is about 3000...
also, warcraft is 5-6 years old
I just did. Besides, I'm not even the one who initially started this. I'm simply finishing it by disproving it. Would you rather I compare it to WoW? Besides, one of the selling points of WC3 was that it was an RTS with RPG elements. The question of body proportions lies in artistic style.
im not a fan of it, but in RTS games the units can be bulky and disproprortionated becouse thay are small. RPG is a completely different story. The character is always on the center fo your screen so it has to be detailed and much more cooler becouse you are going to see it for the rest of the game
Oh? What's that? Properly proportioned RTS units?! Say it isn't so!
in warcraft, no one get close like tht to a character for more than 30 seconds, becouse it enough to see if you like it or not...
It's an RTS, not a beauty pageant. I hardly see what this has to do with anything. Also, some people enjoy playing fully zoomed in. I've done it once in a while. Makes everything seem more epic.
The two biggest fears are death and the unknown, heightened by the proper atmoshpere and audio. The fear in many games often results due to sensory deprivation or sensory limitation; not knowing whats there.
Well, I don't exactly agree with this... putting enemies into black patches around my character when it's totally unrealistic makes me think "stupid game design I can't see shit so where am I supposed to throw this fireball".
There are games that are pretty bright and colorful that I found pretty scary. Such as Undying and heXen. They use sound, music, and design, not darkness. DooM III used darkness and as far as scaring goes, it failed miserable for me - so did DII.
I don't know why do you mention DI in your argument since it's pretty well lit and has a good atmosphere due to music and the danger in the game (DII is less dangerous).
Well, I don't exactly agree with this... putting enemies into black patches around my character when it's totally unrealistic makes me think "stupid game design I can't see shit so where am I supposed to throw this fireball".
He meant a dark room, which means shorter range of visibility. Not floating clouds of darkness.
I do kind of miss the light radius design that D2 had. I will say that much. And the torch thing was a good idea. What would be interesting to see is a light radius that is normal at the center, but gets darker towards the edges of the screen. And in order to accentuate this fear of the unknown, the visibility of enemies would be relative to that. Let's say they are on the end of your screen, they're at 100% opacity. You can't see them. But if they move in, the opacity gradually decreases, making them more and more visible.
However, this design would only work in dungeons and not outdoors. Unless it's either midnight or in the middle of the jungle, such as Kurast.
But that's just how I would do it. Not how it would end up. I'm still happy with the product thus far.
Ok, Equinox, please tell me you were being sarcasting, for the love of god, please do.
Just,...just think about what you said,... nono, really,... try to absorb that sentence and the meaning of it,...just think about it untill that tiny penny drops. Its really really important.
I'm not being sarcastic, really, I don't like games where you can't see anything except your char. DII was really overdone in this respect.
Why can't people make areas look fucking real. Why do they have to jump to extremeties? Either you get a pitch black screen (DII, DoomIII), either you get a brightly lit area with no chance for realistic shadow (WoW).
I'm not being sarcastic, really, I don't like games where you can't see anything except your char. DII was really overdone in this respect.
For its time, the darkness doesn't really convey the proper dramatic effect. I'm trying to hold back my suggestions. Shoot, if I wasn't already studying to be an engineer and the games industry wasn't already saturated with candidates, I would take that route. I would take the audio to a whole new level though. I think I might create a new thread for arm chair game designers.
Judging from Equinox's screenshot, it looks like there is that darkness radius. However, I think Blizzard really wants to show off the environments. And they are definitely worth showing, especially things like the destructible walls and the vastness of the dungeons. But you need to be able to see silhouettes at the very least. Similar to how the Siege Breaker can be seen in the dungeon of the gameplay trailer.
Why can't people make areas look fucking real. Why do they have to jump to extremeties? Either you get a pitch black screen (DII, DoomIII), either you get a brightly lit area with no chance for realistic shadow (WoW).
For its time, the darkness doesn't really convey the proper dramatic effect. I'm trying to hold back my suggestions. Shoot, if I wasn't already studying to be an engineer and the games industry wasn't already saturated with candidates, I would take that route. I would take the audio to a whole new level though. I think I might create a new thread for arm chair game designers.
Judging from Equinox's screenshot, it looks like there is that darkness radius. However, I think Blizzard really wants to show off the environments. And they are definitely worth showing, especially things like the destructible walls and the vastness of the dungeons. But you need to be able to see silhouettes at the very least. Similar to how the Siege Breaker can be seen in the dungeon of the gameplay trailer.
Agreed... Diablo 1 was horrible in my opinion. Way to dark, i swear i couldnt see what monsters i was killing. All it had was a thin red line around the monster.. or somthing like that.
Well, I don't exactly agree with this... putting enemies into black patches around my character when it's totally unrealistic makes me think "stupid game design I can't see shit so where am I supposed to throw this fireball".
There are games that are pretty bright and colorful that I found pretty scary. Such as Undying and heXen. They use sound, music, and design, not darkness. DooM III used darkness and as far as scaring goes, it failed miserable for me - so did DII.
I don't know why do you mention DI in your argument since it's pretty well lit and has a good atmosphere due to music and the danger in the game (DII is less dangerous).
we must have different versions of diablo 1 or different versions of diablo 2... cause what you described is not what i experienced the vast majority of the time.
floating clouds of darkness, ya, thats exactly what i was talking about, no really, no i meant it, yes, no really, really. I dont want a game thats pitch black, but dungeons should have some gloom in them.
One of the things i liked about the altered screenshots was that there was a greater contrast between the light and dark areas. Diablo 3 reminds me of a photograph ran though a slight gausian blur, and then applied with a soft lighting effect. Everything is light and sort of glowy feeling. That CAN be ok, at times... but that should not be the general style of diablo.
Or make a diurnal and nocturnal system, where in the outdoors, things are dark at night, and bright and fuzzy during the day. as longs as things are actually dark at night, not wow's 'is it night or just cloudy' set up. I dont want a game of nothing but inky blackness, but a game which was so dark, would be nice if it at least had some darkness in it to contrast the sunny weather. Even the shadows dont really seem dark, there kind of a midtone grey, set next to more vivd and lighter tones.
I think that entire article just is simply depressing. I mean really, everything he says is so flimsy and dandy without and REAL points to it that it makes me want to go in a closet and feel bad for blizzard for awhile.
Really, all his points are either moronic OR so brittle of arguements that they could be shot down easily by anyone including my dog.
I think he should just sit in a corner for awhile and eat some delicious cake for awhile.
Maybe after that and he gets over himself he can comment some more on it and make a REAL POINT next time.
Rollback Post to RevisionRollBack
If you get personally attacked by letters through the internet its a good thing to always have a box of tissues and a band-aid around.
I just did. Besides, I'm not even the one who initially started this. I'm simply finishing it by disproving it. Would you rather I compare it to WoW? Besides, one of the selling points of WC3 was that it was an RTS with RPG elements. The question of body proportions lies in artistic style.
Oh? What's that? Properly proportioned RTS units?! Say it isn't so!
It's an RTS, not a beauty pageant. I hardly see what this has to do with anything. Also, some people enjoy playing fully zoomed in. I've done it once in a while. Makes everything seem more epic.
i was jsut trying to say you can compare some elements of some games but not others
you can compare WC3 color with D3 color, but you cant compare WC3 character models with D3 models or even WoW models, becouse one is meant to be very low detailed and the other just the opposite
and wth? i didnt say there isnt RTS games with proportional focused graphics, i grew up playing age of empires 2, i said: They CAN go if they WANT into this more cartoony way of showing models becouse they are relatively small on your screen on RTS, but thats not diablos case.........
I think that entire article just is simply depressing. I mean really, everything he says is so flimsy and dandy without and REAL points to it that it makes me want to go in a closet and feel bad for blizzard for awhile.
Really, all his points are either moronic OR so brittle of arguements that they could be shot down easily by anyone including my dog.
I think he should just sit in a corner for awhile and eat some delicious cake for awhile.
Maybe after that and he gets over himself he can comment some more on it and make a REAL POINT next time.
I've already done that, like 100 times probably. but if you really want me to bring out the gauntlet then sure.
The key thing to remember here is that this has been Photoshopped. This isn’t created by the engine. Though it looks really cool, it’s almost impossible to do in a 3D engine because you can’t have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons.
Basically you just said the colors are fucked up in your own dungeon based on the fact that your 3D engine sucks and this game wont even be released for another 1 or 2 years and will fall even farther behind.
Now in terms of the actual texturing, this texturing, where they grayed out everything and it’s very flat and the monsters are all kind of a similar tone — that does not play well. It’s very boring to run through more than a couple of times, and it’s very difficult to tell creatures apart and pop them out of the environment. So those things don’t really work for us. A lot of the lighting stuff I think is very cool, but it’s also not very doable for us.
You could say everything here about diablo 2, and I never had a problem once with the crap in this paragraph. Wilson: It becomes really hard to see all the profiles. Look at the tables and see how hard it is to see the profiles of those.
um.. tables? In those pictures I can see tables, what the fuck kind of african weed is this guy inhaling?
Wilson: I will say I wouldn’t be surprised if we had areas in the game that had this kind of texturing in the background. They’ll probably be later in the game because they’ll be darker, but again, the biggest problem here is that the silhouettes don’t stand out enough.
Um... Seriously jay, you need to pass that shit around you are smoking, cuz its gotta be some first class voodoo witch doctor shit. What silhouette is hard to see in the picture this comment refers to (not supplying pictures in post, take way to much space) seriously... it looks way better than the original and hes talking about silhouesttes because... that makes sense at ALL? No, that really does not make logical sense to me, why does putting a rainbow in the picture increase someones silhouette rather than taking it out.... explain that please jay cuz you lost me here.
Wilson: More rain? It’s funny because if watch later on in the [debut gameplay] video, we have more rain. It is much stronger than that. I’m sure they got rid of the rainbow. Yeah, rainbow — gone. I think our artist just put [the rainbow] in there because they knew that’d be controversial. And I’m sure they were like, “Well we’ll see how far we can push it.”
You know how far that you can push it up your ass jay, we all know you take it up the ass a little, but how far you can push it well, i think you should keep that to yourself. This is a M rated game, so cutt the shit.
Wilson: I think one of the things that these lack is if you stuck every one of these re-done shots right next to each other you would not be able to tell that they’re in different areas. One of the things that’s key to “Diablo II” — and I’ve gone through and done timing on it — it changes environments every 15 minutes, and every 45 minutes they give you an environment that looks completely different than one you’ve ever seen before. And when they change environments, the contrast is huge. It’s like I’m in green lush fields, and now I’m in the darkest dungeon you’ve ever seen. I’m in a bright sandy desert, and now I’m in a completely dim mummy tomb. There are these vast shifts in look, and it’s one of the things that keeps people interested in playing the game. It’s a very simple game, and [you need to ] constantly vary what you throw at the player — big look changes in the environment, creature changes with different behavior. And not just behavior; we spent a lot of time trying to make creatures show up and die more interestingly. Because those are all the things that keep you going. Each one of those things is a reward. When you pull all the color out of the environment and you make it too homogeneous across the game, essentially what you’re doing is you’re pulling away the player’s reward of feeling like they’ve progressed because the area they’re in now looks like the area they were in 30 to 45 minutes ago.
Dude. Green lush fields and the darkest dungeon I've ever seen? WHAAAAT THEEE E FUCKKK???? This entire paragraph refers to the necromancers choice pic vs WoW gayness. And hes talking about lush green fields when I could probably LITERALLY SWIM through how green and blue that WoW gayness picture looks like. Its a very Simple game Jay, you dont need to go past the fantasy based scheme and go into the land of Insanity based glowing green and blue tints Jay. The things that keep me going back are not over-the-top colors that target a kid audience Jay. You say its pulling away the players reward for feeling like they have progressed if something looks the same, but I have never felt that in diablo 2. If you make everything this bright Jay everything is going to start to look the same, and if you use your colors like this its just plain ugly.
This entire article can burn in the flames from hell.
Rollback Post to RevisionRollBack
If you get personally attacked by letters through the internet its a good thing to always have a box of tissues and a band-aid around.
This may change at least SOME of the stuff we wanted about the art.
last interview I read Wilson said they are working now on Act II so the game is far from finished (If we take into account there will be 4 acts)
the stuff i read said the art director leaving will change nothing, and that the bright happy funland diablo 3 is very much in favor with are friend wilson.
the stuff i read said the art director leaving will change nothing, and that the bright happy funland diablo 3 is very much in favor with are friend wilson.
thats a load of bullcrap unless they specifically say that. Wilson is a art designer, they do not tell the art director what to do. Its quit the opposite actually.
As far as a vice president or someone tell the art director what he can or cant do, then I see no need for an art director in the first place if they are not going to change the way it is. Why not just give Wilson or some other guy the art director job temporarily if the higher-ups have desided that the design is final until the game is done, unless there IS some sort of change happening.
Have they said that yet? No they have not. At this point, its anyones guess what is happening inside blizz right now. But the feeling I'm getting from all of this is that blizzard is in dissaray right now. I mean art director job going up... fans hating on what they have, and all the other D3 jobs that are STILL open. Something obviously aint right in blizzard with D3 atm.
Rollback Post to RevisionRollBack
If you get personally attacked by letters through the internet its a good thing to always have a box of tissues and a band-aid around.
I kinda liked the idea of light radius existing as an item mod and actually doing something. If you can already see everything... Although, most of d2 ruined this already, but it still had a few really dark areas.
The two biggest fears are death and the unknown, heightened by the proper atmoshpere and audio. The fear in many games often results due to sensory deprivation or sensory limitation; not knowing whats there. Diablo 1 had this, most of diablo 2 lost this... diablo 3 seems to irradiate it.
agreed
true, but blizzard isnt doing that, as far as we can see.
~not going to buy a wow-ish diablo 3~
~this is the petition you're looking for~
one is abut 30 polygons, the other is about 3000...
also, warcraft is 5-6 years old
im not a fan of it, but in RTS games the units can be bulky and disproprortionated becouse thay are small. RPG is a completely different story. The character is always on the center fo your screen so it has to be detailed and much more cooler becouse you are going to see it for the rest of the game
in warcraft, no one get close like tht to a character for more than 30 seconds, becouse it enough to see if you like it or not...
Fuck you, I'm a dragon.
I just did. Besides, I'm not even the one who initially started this. I'm simply finishing it by disproving it. Would you rather I compare it to WoW? Besides, one of the selling points of WC3 was that it was an RTS with RPG elements. The question of body proportions lies in artistic style.
http://se.game-shots.com/images/screenshots/age-of-mythology/age-of-mythology-pc-004.jpg
Oh? What's that? Properly proportioned RTS units?! Say it isn't so!
It's an RTS, not a beauty pageant. I hardly see what this has to do with anything. Also, some people enjoy playing fully zoomed in. I've done it once in a while. Makes everything seem more epic.
There are games that are pretty bright and colorful that I found pretty scary. Such as Undying and heXen. They use sound, music, and design, not darkness. DooM III used darkness and as far as scaring goes, it failed miserable for me - so did DII.
I don't know why do you mention DI in your argument since it's pretty well lit and has a good atmosphere due to music and the danger in the game (DII is less dangerous).
He meant a dark room, which means shorter range of visibility. Not floating clouds of darkness.
I do kind of miss the light radius design that D2 had. I will say that much. And the torch thing was a good idea. What would be interesting to see is a light radius that is normal at the center, but gets darker towards the edges of the screen. And in order to accentuate this fear of the unknown, the visibility of enemies would be relative to that. Let's say they are on the end of your screen, they're at 100% opacity. You can't see them. But if they move in, the opacity gradually decreases, making them more and more visible.
However, this design would only work in dungeons and not outdoors. Unless it's either midnight or in the middle of the jungle, such as Kurast.
But that's just how I would do it. Not how it would end up. I'm still happy with the product thus far.
I prefer when games look sorta like these: http://img374.imageshack.us/img374/2356/renderbn1.jpg
Not EVERYWHERE, of course, but I don't want the whole game to look dark and murky.
Why can't people make areas look fucking real. Why do they have to jump to extremeties? Either you get a pitch black screen (DII, DoomIII), either you get a brightly lit area with no chance for realistic shadow (WoW).
For its time, the darkness doesn't really convey the proper dramatic effect. I'm trying to hold back my suggestions. Shoot, if I wasn't already studying to be an engineer and the games industry wasn't already saturated with candidates, I would take that route. I would take the audio to a whole new level though. I think I might create a new thread for arm chair game designers.
Judging from Equinox's screenshot, it looks like there is that darkness radius. However, I think Blizzard really wants to show off the environments. And they are definitely worth showing, especially things like the destructible walls and the vastness of the dungeons. But you need to be able to see silhouettes at the very least. Similar to how the Siege Breaker can be seen in the dungeon of the gameplay trailer.
What pitch blackness in D2?
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
Agreed... Diablo 1 was horrible in my opinion. Way to dark, i swear i couldnt see what monsters i was killing. All it had was a thin red line around the monster.. or somthing like that.
we must have different versions of diablo 1 or different versions of diablo 2... cause what you described is not what i experienced the vast majority of the time.
floating clouds of darkness, ya, thats exactly what i was talking about, no really, no i meant it, yes, no really, really. I dont want a game thats pitch black, but dungeons should have some gloom in them.
One of the things i liked about the altered screenshots was that there was a greater contrast between the light and dark areas. Diablo 3 reminds me of a photograph ran though a slight gausian blur, and then applied with a soft lighting effect. Everything is light and sort of glowy feeling. That CAN be ok, at times... but that should not be the general style of diablo.
Or make a diurnal and nocturnal system, where in the outdoors, things are dark at night, and bright and fuzzy during the day. as longs as things are actually dark at night, not wow's 'is it night or just cloudy' set up. I dont want a game of nothing but inky blackness, but a game which was so dark, would be nice if it at least had some darkness in it to contrast the sunny weather. Even the shadows dont really seem dark, there kind of a midtone grey, set next to more vivd and lighter tones.
~not going to buy a wow-ish diablo 3~
~this is the petition you're looking for~
Really, all his points are either moronic OR so brittle of arguements that they could be shot down easily by anyone including my dog.
I think he should just sit in a corner for awhile and eat some delicious cake for awhile.
Maybe after that and he gets over himself he can comment some more on it and make a REAL POINT next time.
Over confidence is the rot.
you can compare WC3 color with D3 color, but you cant compare WC3 character models with D3 models or even WoW models, becouse one is meant to be very low detailed and the other just the opposite
and wth? i didnt say there isnt RTS games with proportional focused graphics, i grew up playing age of empires 2, i said: They CAN go if they WANT into this more cartoony way of showing models becouse they are relatively small on your screen on RTS, but thats not diablos case.........
Fuck you, I'm a dragon.
I've already done that, like 100 times probably. but if you really want me to bring out the gauntlet then sure.
The key thing to remember here is that this has been Photoshopped. This isn’t created by the engine. Though it looks really cool, it’s almost impossible to do in a 3D engine because you can’t have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons.
Basically you just said the colors are fucked up in your own dungeon based on the fact that your 3D engine sucks and this game wont even be released for another 1 or 2 years and will fall even farther behind.
Now in terms of the actual texturing, this texturing, where they grayed out everything and it’s very flat and the monsters are all kind of a similar tone — that does not play well. It’s very boring to run through more than a couple of times, and it’s very difficult to tell creatures apart and pop them out of the environment. So those things don’t really work for us. A lot of the lighting stuff I think is very cool, but it’s also not very doable for us.
You could say everything here about diablo 2, and I never had a problem once with the crap in this paragraph.
Wilson: It becomes really hard to see all the profiles. Look at the tables and see how hard it is to see the profiles of those.
um.. tables? In those pictures I can see tables, what the fuck kind of african weed is this guy inhaling?
Wilson: I will say I wouldn’t be surprised if we had areas in the game that had this kind of texturing in the background. They’ll probably be later in the game because they’ll be darker, but again, the biggest problem here is that the silhouettes don’t stand out enough.
Um... Seriously jay, you need to pass that shit around you are smoking, cuz its gotta be some first class voodoo witch doctor shit. What silhouette is hard to see in the picture this comment refers to (not supplying pictures in post, take way to much space) seriously... it looks way better than the original and hes talking about silhouesttes because... that makes sense at ALL? No, that really does not make logical sense to me, why does putting a rainbow in the picture increase someones silhouette rather than taking it out.... explain that please jay cuz you lost me here.
Wilson: More rain? It’s funny because if watch later on in the [debut gameplay] video, we have more rain. It is much stronger than that. I’m sure they got rid of the rainbow. Yeah, rainbow — gone. I think our artist just put [the rainbow] in there because they knew that’d be controversial. And I’m sure they were like, “Well we’ll see how far we can push it.”
You know how far that you can push it up your ass jay, we all know you take it up the ass a little, but how far you can push it well, i think you should keep that to yourself. This is a M rated game, so cutt the shit.
Wilson: I think one of the things that these lack is if you stuck every one of these re-done shots right next to each other you would not be able to tell that they’re in different areas. One of the things that’s key to “Diablo II” — and I’ve gone through and done timing on it — it changes environments every 15 minutes, and every 45 minutes they give you an environment that looks completely different than one you’ve ever seen before. And when they change environments, the contrast is huge. It’s like I’m in green lush fields, and now I’m in the darkest dungeon you’ve ever seen. I’m in a bright sandy desert, and now I’m in a completely dim mummy tomb. There are these vast shifts in look, and it’s one of the things that keeps people interested in playing the game.
It’s a very simple game, and [you need to ] constantly vary what you throw at the player — big look changes in the environment, creature changes with different behavior. And not just behavior; we spent a lot of time trying to make creatures show up and die more interestingly. Because those are all the things that keep you going. Each one of those things is a reward. When you pull all the color out of the environment and you make it too homogeneous across the game, essentially what you’re doing is you’re pulling away the player’s reward of feeling like they’ve progressed because the area they’re in now looks like the area they were in 30 to 45 minutes ago.
Dude. Green lush fields and the darkest dungeon I've ever seen? WHAAAAT THEEE E FUCKKK???? This entire paragraph refers to the necromancers choice pic vs WoW gayness. And hes talking about lush green fields when I could probably LITERALLY SWIM through how green and blue that WoW gayness picture looks like. Its a very Simple game Jay, you dont need to go past the fantasy based scheme and go into the land of Insanity based glowing green and blue tints Jay. The things that keep me going back are not over-the-top colors that target a kid audience Jay. You say its pulling away the players reward for feeling like they have progressed if something looks the same, but I have never felt that in diablo 2. If you make everything this bright Jay everything is going to start to look the same, and if you use your colors like this its just plain ugly.
This entire article can burn in the flames from hell.
http://www.diablofans.com/forums/showthread.php?t=13678
This may change at least SOME of the stuff we wanted about the art.
last interview I read Wilson said they are working now on Act II so the game is far from finished (If we take into account there will be 4 acts)
Sentence of the year:
"WoW, It's like a disease"
~not going to buy a wow-ish diablo 3~
~this is the petition you're looking for~
thats a load of bullcrap unless they specifically say that. Wilson is a art designer, they do not tell the art director what to do. Its quit the opposite actually.
As far as a vice president or someone tell the art director what he can or cant do, then I see no need for an art director in the first place if they are not going to change the way it is. Why not just give Wilson or some other guy the art director job temporarily if the higher-ups have desided that the design is final until the game is done, unless there IS some sort of change happening.
Have they said that yet? No they have not. At this point, its anyones guess what is happening inside blizz right now. But the feeling I'm getting from all of this is that blizzard is in dissaray right now. I mean art director job going up... fans hating on what they have, and all the other D3 jobs that are STILL open. Something obviously aint right in blizzard with D3 atm.
article on mtv talked about it. could be bullcrap, but thats where i read it. not holding my breath for anything better.
~not going to buy a wow-ish diablo 3~
~this is the petition you're looking for~