2008 Leipzig: Gamona Interview with Jay Wilson

The German gaming website, Gamona, has managed to secure an interview with Lead Designer Jay Wilson who discusses the games he's worked on and what his plans are with Diablo 3.

Jay also goes very in-depth into the topic of the game's art direction and insists that those complaining about the art are within the 'minority'.

The video interview with Jay Wilson can either be streamed from Hellforge or downloaded as a larger (300mb) file from from Gamona.

Thanks, Sp3tSnAz.

Comments

  • #1 biff_exploder
    its a very informative interview, definitely worth a view for those that haven't seen it yet.
  • #2 Urbatect
    I still fail to understand how cutesy gargoyles make game-play better. Does it make the monsters and players stand out more? Is a number of cute gargoyles less repetitive than the same number of gritty gargoyles?
  • #3 Murderface
    Quote from "Urbatect" »
    I still fail to understand how cutesy gargoyles make game-play better. Does it make the monsters and players stand out more? Is a number of cute gargoyles less repetitive than the same number of gritty gargoyles?
    Does it matter how cutesy they are if they get blown up before you could even notice them?
  • #4 Urbatect
    If it does not matter, why bother with any expensive graphics at all? We might as well have a text-based game then.
  • #5 waddlez
    play another game then urb

    blizzard isn't forcing you to play this

    go play hellgate london since it is the "spiritual successor"

    oh wait, lulz you can't anymore because the team went bankrupt from being terrible at making games...
  • #6 Gullegris
    Interesting to hear that 1/3 of the Blizzard North team is working in the current team, that was news to me.

    Great interview, keep the info coming! :)
  • #7 Romak
    Quote from "Urbatect" »
    I still fail to understand how cutesy gargoyles make game-play better. Does it make the monsters and players stand out more? Is a number of cute gargoyles less repetitive than the same number of gritty gargoyles?


    I agree. I can understand how removing light radus adds to the gameplay with being able to see more from afar. I can also understand how making everything more colorful and bright helps to differ monsters and players from each other. The one thing I still don't understand is how the thing they call "stylizing" adds anything to the gameplay. I'll reply to myself: It doesn't. Making any character wear gigantic unrealistic armors (Something that should maximum be worn by angels), adding ridicules 'cutesy' gorgoyles or even rainbows DO NOT effect gameplay in any way. It doesn't even add anything to the "Making locations look different from each other to keep the game interesting" philosophy. It just makes the game look like Happy Tree Friends (all cute looking, and bloody at the same time).

    Stylizing fails.
  • #8 blizzu
    Quote from "Urbatect" »
    I still fail to understand how cutesy gargoyles make game-play better. Does it make the monsters and players stand out more? Is a number of cute gargoyles less repetitive than the same number of gritty gargoyles?


    Have u ever thought what was the use of the dungeon before the demons overwhelmed it. Maybe the ones who built it wanted to make the statues a bit happier so it wouldnt be so scary there.
  • #9 carlcarlson
    The possibility of a playable demo at Blizzcon is pretty awesome. To me, that seems to suggest that the game is nearing completion (using the word "nearing" very loosely).
  • #10 Kwic
    I love to hear everything about Diablo 3, even if there is no much news about it ^^

    Well, i cant deny one argument about the art direction. Somebody says that the colorful world makes the creatures more visible and that we will not be confused about where is our player among the monsters. But it's one big shit talking from what i saw on the screens. I remember one screen that i actually was wondering for a second where is our character lol. He looked exactly the same as the monsters. He had the same colours. So what is the difference if we can't see our char in colourful area and we can't see it in dark, desaturated colours area? ;) The argument about it, is taken from the ass IMO.

    But to be back on the track, i want to thank for the link to the video :)

    cheerio
  • #11 Karjalan
    >.
  • #12 Red-Dog
    Quote from "Urbatect" »
    I still fail to understand how cutesy gargoyles make game-play better. Does it make the monsters and players stand out more? Is a number of cute gargoyles less repetitive than the same number of gritty gargoyles?


    The Gargoyles look like that because they are destructible. I'm sure its some type of limitation imposed by the Havok physics engine.
  • #13 Kenzai
    Watched it.

    He agrees dungeons were too clean. Nice. Ill look for new info.
    I hope they also look at the models and the like...

    He said D2 got negative reaction because it was brightr than D1.
    D1 was darker because it was dungeons ONLY.
    And you could still see all the monsters in D1. No gameplay issues. :cool:
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