We can show support by offering constructive criticism. Sol, you know as well as I do how Hellgate turned out. I'm not sure if you remember me, but I was on the front lines of suggestions for Flagship all throughout Alpha and Beta. Much like this situation, half the testers (including myself) wanted changes and the other half shot those people down. If Flagship had just listened to the fans, it's possible that the game could have been much better upon release.
My point is, many long term fans of the series want this game to be the perfect sequel for Diablo 3. If it look to us like Blizzard is making the wrong choices for some design elements, the only way for us to voice our concerns is by offering suggestions and criticism. It is up to them to decide what stays and goes, and it's not like we're holding them at gunpoint to get our point across.
Grimhound you obviously haven't read anything from those who take the other side. Your post is aimed at the extreme cases and the majority of us don't want anything that extreme.
Your on your own extreme and you don't realise how little we actually want.
We have nothing against the color, we love it and thinks its a great idea. We just think they went a bit too far and completly removed the Fear element from the game. Fear is what Diablo is, what it should be, it's a very important part of the world. The color is needed to create a mood that can change, going from light to dark. But right now, even the dark is like a dream state, no realism, no fear.
This is my opinion and your entitled to feel differently, but don't dismiss everyone who doesn't think like you because theres always a happy medium
Some parts of it I like, but I am still mostly undecided about the graphics. I don't think I would mind them as they are, but as people have said, it could use a palette change to make it feel more Diablo-ish.
We can show support by offering constructive criticism. Sol, you know as well as I do how Hellgate turned out. I'm not sure if you remember me, but I was on the front lines of suggestions for Flagship all throughout Alpha and Beta. Much like this situation, half the testers (including myself) wanted changes and the other half shot those people down. If Flagship had just listened to the fans, it's possible that the game could have been much better upon release.
My point is, many long term fans of the series want this game to be the perfect sequel for Diablo 3. If it look to us like Blizzard is making the wrong choices for some design elements, the only way for us to voice our concerns is by offering suggestions and criticism. It is up to them to decide what stays and goes, and it's not like we're holding them at gunpoint to get our point across.
I remember those days. I also remember all the fans going on about how they wanted Inventory Tetris to stay in the game when the question was asked. Look at what happened with the inventory there.
Grimhound you obviously haven't read anything from those who take the other side. Your post is aimed at the extreme cases and the majority of us don't want anything that extreme.
Your on your own extreme and you don't realise how little we actually want.
We have nothing against the color, we love it and thinks its a great idea. We just think they went a bit too far and completly removed the Fear element from the game. Fear is what Diablo is, what it should be, it's a very important part of the world. The color is needed to create a mood that can change, going from light to dark. But right now, even the dark is like a dream state, no realism, no fear.
This is my opinion and your entitled to feel differently, but don't dismiss everyone who doesn't think like you because theres always a happy medium
What makes you think they removed the 'fear' element of color in the game? We've seen what, 20 minutes of footage from one of the earliest locations in the game? Come on now. We can't have the entire game looking like the Durance of Hate.
If the entire game looked like the Durance with its dark, spooky elements in Diablo 2, we wouldn't be remembering it to be as badass and spooky as it was back then because it'd just be another area just like every other dark, spooky area. Simply put, most of the areas in the game didn't look like that and I don't expect or want every area to look like that in Diablo 3.
There is a time and a place for it, and it needs to be done sparingly.
Am I the only one who hates all this desaturation? I like some of the other post-processed effects, but I really like the color in the gameplay trailer.
I remember those days. I also remember all the fans going on about how they wanted Inventory Tetris to stay in the game when the question was asked. Look at what happened with the inventory there.
True, not all suggestions are good ones. However, for those that are, it's important to gather support so that someone working on the game will at least take notice. Right now, the opinions of Diablo 3's artistic direction are extremely polarized. Even with two parties of conflicting views, a compromise is often possible.
Sol, I understand what your saying, it's only 2 regions but both of those have the same thing, that dreamy green/blue glow covering everything. This gives us pretty good clue that they plan to have the whole game with this.
I don't disagree that the world should have a lot of constrast, meaning different region, different moods. I have nothing against the outside being with lush vegetations, I have something against the fact that even when it starts raining with lightning, it's still too cheery. That damn dream glow is everywhere and there's no realism because of it.
I could be alone in this but I just think that if they made some tiny changes I would get 3x more addicted to this game than I will be otherwise
Sol, I understand what your saying, it's only 2 regions but both of those have the same thing, that dreamy green/blue glow covering everything. This gives us pretty good clue that they plan to have the whole game with this.
I don't disagree that the world should have a lot of constrast, meaning different region, different moods. I have nothing against the outside being with lush vegetations, I have something against the fact that even when it starts raining with lightning, it's still too cheery. That damn dream glow is everywhere and there's no realism because of it.
I could be alone in this but I just think that if they made some tiny changes I would get 3x more addicted to this game than I will be otherwise
Yeah, I agree It doesn't have to be dark all the time but what the demo showed made me worry some.
A good demo should express what the general feel for the game is going to be.
to my view, the textures are soft to a level that i would rather call them paint work
the huge size of the soulder pads wont change over the course of the game, they tend to actually get bigger lol
to me those open dungeons, that look like rooftops like someonelse said, just dont seem right, i liked the contrast between teh open surface areas and the clastrophobic dungeons
imo, those green and blue lights on teh dungeon are the second best (after shoulder pads bigger than teh head) example of heavy cartoonish feel
Sol, I understand what your saying, it's only 2 regions but both of those have the same thing, that dreamy green/blue glow covering everything. This gives us pretty good clue that they plan to have the whole game with this.
I don't disagree that the world should have a lot of constrast, meaning different region, different moods. I have nothing against the outside being with lush vegetations, I have something against the fact that even when it starts raining with lightning, it's still too cheery. That damn dream glow is everywhere and there's no realism because of it.
I could be alone in this but I just think that if they made some tiny changes I would get 3x more addicted to this game than I will be otherwise
What are you talking about? The forest wasn't dreamy green/blue, it was red and orange (autumn) daytime. This game play trailer doesn't give you any indication that everything in the game will look like this.
The after image is sharpened, the contrast is upped, and they desaturated the color.
I think your problem lies with the bloom effect that seems to soften everything. I like the contrast in the 2nd image but hate the desaturation of color :(.
I like that picture! Maybe for the people who want more color you could brighten up the reflectiveness of the metal in the shot. I love the color of the environment though.
I would actually like the game's outside environments to be very bright and beautiful at the start of the game, only to get worse and worse the further in you get. The main concern I have is the dungeon in the trailer, which just doesn't hold that same atmosphere as the ones in Diablo 1 & 2. It needs less green, less light sources and more intimidating features.
I disagree but you have a right to your opinion.
I think the game should set the mood for what lies ahead then lighten up the mood a little bit (or a lot). But I guess thats just a difference of opinion.
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My point is, many long term fans of the series want this game to be the perfect sequel for Diablo 3. If it look to us like Blizzard is making the wrong choices for some design elements, the only way for us to voice our concerns is by offering suggestions and criticism. It is up to them to decide what stays and goes, and it's not like we're holding them at gunpoint to get our point across.
Your on your own extreme and you don't realise how little we actually want.
We have nothing against the color, we love it and thinks its a great idea. We just think they went a bit too far and completly removed the Fear element from the game. Fear is what Diablo is, what it should be, it's a very important part of the world. The color is needed to create a mood that can change, going from light to dark. But right now, even the dark is like a dream state, no realism, no fear.
This is my opinion and your entitled to feel differently, but don't dismiss everyone who doesn't think like you because theres always a happy medium
I am not going to make them go through hundreds of offtopic, spam or flame posts.
Reminder:
I remember those days. I also remember all the fans going on about how they wanted Inventory Tetris to stay in the game when the question was asked. Look at what happened with the inventory there.
Hellforge: Forging a passion for video games.
What makes you think they removed the 'fear' element of color in the game? We've seen what, 20 minutes of footage from one of the earliest locations in the game? Come on now. We can't have the entire game looking like the Durance of Hate.
If the entire game looked like the Durance with its dark, spooky elements in Diablo 2, we wouldn't be remembering it to be as badass and spooky as it was back then because it'd just be another area just like every other dark, spooky area. Simply put, most of the areas in the game didn't look like that and I don't expect or want every area to look like that in Diablo 3.
There is a time and a place for it, and it needs to be done sparingly.
Hellforge: Forging a passion for video games.
True, not all suggestions are good ones. However, for those that are, it's important to gather support so that someone working on the game will at least take notice. Right now, the opinions of Diablo 3's artistic direction are extremely polarized. Even with two parties of conflicting views, a compromise is often possible.
I don't disagree that the world should have a lot of constrast, meaning different region, different moods. I have nothing against the outside being with lush vegetations, I have something against the fact that even when it starts raining with lightning, it's still too cheery. That damn dream glow is everywhere and there's no realism because of it.
I could be alone in this but I just think that if they made some tiny changes I would get 3x more addicted to this game than I will be otherwise
Yeah, I agree It doesn't have to be dark all the time but what the demo showed made me worry some.
A good demo should express what the general feel for the game is going to be.
the problem is, its not just the lightining
to my view, the textures are soft to a level that i would rather call them paint work
the huge size of the soulder pads wont change over the course of the game, they tend to actually get bigger lol
to me those open dungeons, that look like rooftops like someonelse said, just dont seem right, i liked the contrast between teh open surface areas and the clastrophobic dungeons
imo, those green and blue lights on teh dungeon are the second best (after shoulder pads bigger than teh head) example of heavy cartoonish feel
What are you talking about? The forest wasn't dreamy green/blue, it was red and orange (autumn) daytime. This game play trailer doesn't give you any indication that everything in the game will look like this.
http://i99.photobucket.com/albums/l318/frostwake/Diablo32.jpg
another good example IMO
The after image is sharpened, the contrast is upped, and they desaturated the color.
I think your problem lies with the bloom effect that seems to soften everything. I like the contrast in the 2nd image but hate the desaturation of color :(.
I don't really like the desaturation either, and the bloom effect. I do think that if there is a nightime that picture would be very appropriate.
Agreed.
It doesn't need to be that detailed / taxing on a computer, but that character design is exactly the type of thing Diablo needs.
CyberPunk RP Nexus
I like that picture! Maybe for the people who want more color you could brighten up the reflectiveness of the metal in the shot. I love the color of the environment though.
I disagree but you have a right to your opinion.
I think the game should set the mood for what lies ahead then lighten up the mood a little bit (or a lot). But I guess thats just a difference of opinion.