Φ Diablo III Art Design Direction Survey

Poll: What do you think of the Art Design Direction in Diablo III ?

What do you think of the Art Design Direction in Diablo III ?

What do you think of the Art Design Direction in Diablo III ? - Single Choice

  • It is great as it is. Good job! 40%
  • It needs more work. Needs to be darker and gothic looking with more shades of gray. 20%
  • Too cartoony 20%
  • Undecided 20%
  • #261
    I love the current artwork, but please, no oil-painted textures or WoW-ish, you name it, if such thing is possible to change at this point.
  • #262
    Quote from "DefiledVisions" »
    I agree with what thedopefien wrote at post #225

    The game looks amazing as it is right now, allthough, I agree with many about it being a bit too nice. I love the colours, but what i would like to see are more noisy textures, to make the world look a bit flawed, Kinda like the dungeons in Diablo II.

    Then again, the game is in 3d now, and if you compare the small outdoor glimps we got here ( I assume in a pretty nice environment, not defiled and ruined by the pressence of demons ) with, let's say, Dark Woods in act I.. the improvement is so so big, I don't have words for it. It's beautiful.

    I might be contradicitng myself a bit, so I'll try to summarize it:

    What we've been shown so far has been nice in my opinion, but not perfect.
    The dungeon looked nice and tidy, not like monastery with smashed chairs and blood everywhyre.. oh the blood. Where is it? We NEED it, we CRAVE it. So the dungeon gets a small minus.
    Outdoors was beuatiful, just as expected of a world called sanctuary.

    What made me pop an eyebrow, was the similarity to WoW, which I don't like so much. I will list various reasons:

    1 space per item.

    Sure it is very handy, and makes mfing a lot more practical. But it takes away the feeling of a Diablo inventory. It ruins the feeling of having that Huge Executioner sword next to the smallcharm, or the Heavy crossbow next to the short staff. I am assuming that charms will have an entirely different role, now that they're not as much "show off" as they are in Diablo II LoD.

    And as my friend kindly added... ( He has never played WoW - I was a slave for 2.5 years, We have both been playing Diablo II since around 2000, and still do )...

    2. The item information box

    He thinks the it's nice with the item box, listing dps etc. etc. and a small picture of the item, with sell costs etc. In my opinion it takes away the feeling off the game, how can our hero know what a Jeweler's Gothic plate of the Whale is worth ? He has no knowledge of arcane imbued items found down in dungeons.. or has he?
    For me - it reminds me too much of WoW, and I am trying to avoid that game at the moment.
    I know the opinions are as many as there are Diablo lovers, and listening to everyone of them is truly impossible. These were my 2 cents, and don't get me wrong...
    I am extremeley excited about this game. i have played the Diablo games almost half my life so.. However it turns out, I know Blizzard will make it as good as they can and still meet up to as many expectations as possible.

    p.s Can't wait to hear what the 3 other characters will be :D


    Well I just wanted to counter some of these points for the hell of it. :)

    First, you're right the dungeon did look a bit clean. It is still fairly early in development, so you never know, they will probably dd a lot more to it. (that would be my guess anyway).
    I admit, seeing some blood splattered across the wall where some poor adventurer was trying to escape would be nice.

    As for the hero knowing how much an item is worth.. well he doesn't! He doesn't know how much DPS it could do either I'm sure. So why is it there? Well I am sure you'll hear even more complaints from those that want to know exactly what these items do. Why not list the price and dps, among other things? It's not for the hero, it's for the player to better understand what he's just picked up.
  • #263
    do we have to thank blizzard for creating diablo 3? come on! this is bussiness blizz needs money we need new games we have money to buy the game we like, thats why we did not agree with this freaky World of Diablo
  • #264
    even if the designer can make that light radius it will improve the game's overall mood VERY much (even if they don't change color and other mentioned things.)

    that light radius screenshot is amazing.
  • #265
    The general graphics were too smooth. I was missing the gory aspect that was brought to us in D1-2. The way to go would be the pictures of Tristram they had in the artwork section.

    TBH it was way too WoWish which I don't want in any case. I want dark, gore and evil world that is full of monsters and tons of items.
  • #266
    Here's my 2cents:

    People are looking for a much darker direction regarding the art style of the game simply to retain D2's gothic and dark feel. However ask yourself this: Was there any places in DII that made you feel ESPECIALLY creepy that would just completely engross you in a dark mood? Some may say yes but after playing through Act I and then moving to Act II for the first time, I know I thought "Phew, some day light finally" and when I reached Kurast, it made the entire town and those marshes seem even gloomier because I had grown used to the sands of Lut Gholein.

    I think that it's not unreasonable for certain outdoor areas to have some sunshine or colour. The entire world is not engulfed in flame and sorrow. Especially now, they are trying to (story-wise) make it seem like people are trying to forget about what happened 20 years ago and some are being plain ignorant about the events that transpired. It seems natural that after 20 years, some green-ness and vegetation would come to the land. Looking at the Barb video, the Tristram dungeon looks dark enough and I think the art direction is great. It compliments their new 3D style.

    The problem with asking the game to be darker is that we do not know what ANYTHING else looks like at this point. We saw Tristram and one section of an outdoor landscape. Whose to say the dark gothic tilesets we are looking for don't come along later when we face nastier challenges? I think that this thread should help Blizzard see that people are fiending for a darker atmosphere and to take it into consideration as they have themselves stated much of what remains to be done in the game is "pure content" so they can look into incorporating the fans' wishes in their future work on the game.
  • #267
    Quote from "DurinThornaxe" »
    ah, you are not from around here are you... i would have agreed with you if i wouldn't have read all the threads on that matter.... go read some more and replay :confused:


    Most definitely. I'm very new here, but I find it surprising that so much hell has been raised after only seeing 20 minutes of gameplay, of which only maybe half was outside in a bright environment. I've seen the photoshopped picture of how it "should" look, but it looks way too washed out and gray, leaving out so many details it really makes me wonder. Hell, it looks like they just downed the gamma of their screens. Mood isn't just color, it's context. We really gotta have some sort of faith!

    Anyway, I'm going to try to find any counter-arguments to my posts. If you or anyone else has any, I'd like to see the other side of the coin, just to learn your perspective.
  • #268
    Quote from "Velarion" »


    I changed some of the screenshots' levels and colors and looked more diablo. I don't post them here because there are already lots of examples I hope you and Blizzard team already seen those. I think the game must be changed to less saturated and *very important" "more realistic lighting" version. I mean, why there are green light on "forgotten" tombs? Everywhere is lit and no mysterious mood anyway.


    And, I think light radius must come back.



    Interesting that you want realistic lighting then you turn around and say you want an aura of light emanating out of your character.
  • #269
    First of all welcome back Medievaldragon! and thanks for all the news that you have shared with us, and hope you get well with your toothaches i know they are a b$#%!

    I thought the graphics were fine as it was, I personally think it was not similar to WC3 since that genre took on a more 2d-3dish approach. We all have to remember that this was the first demo so anything can change within a couple of months. The more im really worried about are the classes, since it looks like its going to be a new roster of classes and the witch doctor seems to be frighteningly close to a necromancer which is not even included in the diablo lore.

    But bottomline new Diablo 3 looks like its got the right buttons.
  • #270
    After going through every single screenshot and watching the gameplay video about 30-40 times, haha yes I am a huge addict :x Just never knew about this site until I saw it linked from the main D3 site so here I am and I found this poll, which is an interesting one, I spent about an hour reading the general forums but through all the mess, it was mostly all looped around for majority of the arguments.

    So I'm here to post what I think about it, that is that I was excited and I'm still noticing subtle details you've added into the enviroment every time I watch the gameplay video and quite frankly this should be an industry standard on detail for any game concept, you've taken a concept of an eight year old game and really breathed life back into it. For that I'm in your debt :D you've satisfied me as a diablo fan in a multitude of ways and for that I say thankyou for nailing the art direction in a really new and fresh design.
  • #271
    I think the work is doing Blizzard is great, and we should think the game is not finished yet and I imagine that we are going to have and experience a darker Diablo. Its Diablo's essence.

    PD: I am from Argentina and also new in the community.
  • #272
    The Diablo games have always appeared more lively and green during the first ACT/dungeon, when above ground or in the first cathedral. The dark, damp, and unsettling aspects fade in as you delve deeper into the game/storyline, and closer to the Lord bosses.

    I think it premature to pass judgement on color/lighting with this level of exposure (first dungeon).
  • #273
    My personal opinion is that nothing at all needs to be changed. Honestly did you think anything seemed "Dark or Gothic" about the sands of the desert levels in D2? Not really at all it was very bright. Besides, not all areas are as corrupted by the demons of hell as others and I think there should be contrast to show that... like there already is. It was bright as they first stepped out but it got darker and scarier as it ran towards the boss fight at the end of the gameplay video.

    Honestly, do you really think that you want to put the creators of Diablo 3 into a position where they need to redesign and push it back another year or two? I'd hope not, I think the game looks amazing AS IS!
    -My Position on Black Metal: "So you know those annoying kids you see running around listening to crap radio rock bands wearing tripp jeans and shopping at hot topic? Well, Black Metal is just the next big thing... have fun with your trends, I'm gonna stay metal"

    [SIGPIC][/SIGPIC]

  • #274
    I would say the whole look feels very World of warcraft, The trouble lies not in the enviroment but with the look and feel of the characters. Now you have to keep in mind that just about anything is better than what we had in diablo 2. Or diablo one, Everyone remembers the zoom function dont they? pixel head >:D. So I look forward to what they will come up with. From what I saw in the video I feel they are on the right track and the flow looks amazing. Just keep up with the dark stuff, and they will do fine. More bodies, more gore, more human sacrafices, fountains, portals, and random pools of bubbling bood :D
  • #275
    Quote from "thedopefien" »
    Interesting that you want realistic lighting then you turn around and say you want an aura of light emanating out of your character.


    The Diablo II light radius system actually did cast shadows behind pillars and corners where your character couldn't see. One of the posted before-after screenshot does it beautifully and reminds more of Diablo II than the original screenshot itself. I think a lightning system similar to Diablo II and Nox would be fantastic when done in a true 3D engine like Diablo III's.
  • #276
    After producing many wonderful games im sure Blizzard knows what they're doing. Just let them do their job, instead of complaining on everything they do. The game got night/day mode and im sure it would be hell of a mess if it were gothic at day AND night. I voted the first one.
  • #277
    The graphics are fine. I don't agree that they are too cartoonish or cartoonish at all.
    Anyway, something else: in the gameplay video (at 0:08:06) a monster is smacked and thrown against a wall, from which it bounces of. However, to me it looks like it bounces off from mid air, meaning it bounces off to early, as if the deepness of the wall tile wasn't calculated correctly.

    Anyone else notice this?
    "Traitors! Even in death, the armies of Khanduras will still obey their king!"
  • #278
    The graphics are amazing!.... People should just stop whining.
  • #279
    Quote from "thugmunk" »
    Well I just wanted to counter some of these points for the hell of it. :)

    First, you're right the dungeon did look a bit clean. It is still fairly early in development, so you never know, they will probably dd a lot more to it. (that would be my guess anyway).
    I admit, seeing some blood splattered across the wall where some poor adventurer was trying to escape would be nice.

    As for the hero knowing how much an item is worth.. well he doesn't! He doesn't know how much DPS it could do either I'm sure. So why is it there? Well I am sure you'll hear even more complaints from those that want to know exactly what these items do. Why not list the price and dps, among other things? It's not for the hero, it's for the player to better understand what he's just picked up.


    Yes I am pretty sure these are only developement images, half done at most!
    I just want to point out something about the dps. The reason it works in WoW is because there it's not 1click = 1hit... there it's auto attacking, and hitting depending on the time it takes to swing the weapon.
    Now I hope they keep the epic hack'n slash feeling to the game, by 1 click = 1hit. So in case.. if I only choose to hit once every 5 seconds.. the dps makes no sense, since a weapon with 100-160 dmg would only make 2x something dps if I hit once every 5 seconds.
    And now if I reach very high attackspeeds, like 4frames in Diablo II.. the dps suddenly reaches many thousands.

    Thats why I see listing the dps as irrelevant, as it is very hard to get the exact amount of dps in a hack'n slash game where some classes wield some weapons slower than others, and each hit depends on your attackspeed and how often you click. ( I didn't account holding down the mouse button for auto hitting, but you get my point - I hope) :)
  • #280
    I'll admit I was engrossed in the gameplay video thinking "OMG LOOK AT THAT!". But I saw some "hypothetical before & after" screenshots in another thread. After seeing those, I was thinking "OMG EVEN BETTER! @.@".

    So, I'm on the side of making the color potray a darker atmosphere. I hope to see nasty weather effects in there as well such as the horrible rain storm in the screenshots I mentioned above.

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