zomfg_stfu.
Seriously. Joke or no, you're condemning far too many people without adequate thought. Regardless of what you may think, not all kids are retarded (poor diction, but still).
It was pretty much a joke, I won't and cant really judge the gameplay until I actually play it! On the exterior some of the changes do seem to be heading in the oversimplified "console kiddy" type direction, but I think that Blizzard can probably be trusted to pull off good gameplay so I can but wait and see!
Graphics aren't what make a game buyable, I just hope that in Diablo III I get scared more than I did in Diablo, Diablo II wasn't that scary, but it still make me jump a little at night :D.
It was pretty much a joke, I won't and cant really judge the gameplay until I actually play it! On the exterior some of the changes do seem to be heading in the oversimplified "console kiddy" type direction, but I think that Blizzard can probably be trusted to pull off good gameplay so I can but wait and see!
Mm. Acknowledged.
Although, in retrospect, Diablo I is far, far more simple than DIII. I don't see how this game is significantly less complicated than the other ones.
Edit: Without potions, more gameplay will rely on skill, IMO.
Mm. Acknowledged.
Although, in retrospect, Diablo I is far, far more simple than DIII. I don't see how this game is significantly less complicated than the other ones.
Edit: Without potions, more gameplay will rely on skill, IMO.
The skill of running up to a health globe? jkjk Hope we get life/mana leech!
I will buy it, check it out. If the artwork still sucks I won't play it for very long and blizzard will have killed off their first franchise.
Man that art work is awesome. I don't know why you think it sucks, because the attention to detail is amazing. It may not be gears of war, or UT3 but it is not that kid of game either, and I don't think your going to get a better looking Hack'n'Slash for a long long time. I happen to love the color in the game too. I consider it a huge improvement over D2's bland and limited color pallet.
If you like playing WoW. Basically if the environment doesn't get a serious overhaul I'll quit D3 in a couple of months. Because I would have already played it for 4+years (assuming it's release in Nov.)
If you like playing WoW. Basically if the environment doesn't get a serious overhaul I'll quit D3 in a couple of months. Because I would have already played it for 4+years (assuming it's release in Nov.)
I've played wow for a long time and I played Diablo even longer before that. I'm sorry you don't like the color or art direction but I don't think it's going to make the game unplayable. When I watched that gameplay trailer the only thing I could think of was "holy shit this is Diablo3!" I'm curious to see what blizzard does with the other areas of the game, I saw their concept art and it looks like it's going to get much more sinsiter and dark in terms of both content and art. We'll see.
I like the color. It makes it much more of a game. I love the fact that spells are cast and look cool. I don't love having my entire environment (textures) copy/pasted from WoW. It wouldn't surprise me if I happened to enter the same damn Inn that is in WoW 4000 times.
I like the color. It makes it much more of a game. I love the fact that spells are cast and look cool. I don't love having my entire environment (textures) copy/pasted from WoW. It wouldn't surprise me if I happened to enter the same damn Inn that is in WoW 4000 times.
The only reason they look anything like wow is because they are painted and flat, which is pretty much unavoidable unless Blizzard decides to put bump maps and or Normal maps in the game along with shaders that would give different materials realistic qualities. However since they want the game to play well on older systems I don't think they will include these. Since the game is pretty low poly.. (not nearly as low poly as wow though) and all the textures are painted and flat without the use of normal or bump maps, there is really going to be little to no way around this similarity. However the game would definately not look better if they slapped photos on all the flat geomoetry, that would look rediculious.
No shaders, no bump/mormal maps, and painted textures by blizzard artists = WoW like appearence. The only thing they could possible do to make it look really different is to use dynamic lighting in a dramatic fashion in parts of the game. This would create an eerie and realistic creepiness if used correctly in a dungeon or something of that nature. I.E. yellow candle light flickering of the walls and charatcer casting long shadows on the floor.. etc..
The only reason they look anything like wow is because they are painted and flat, which is pretty much unavoidable unless Blizzard decides to put bump maps and or Normal maps in the game along with shaders that would give different materials realistic qualities. However since they want the game to play well on older systems I don't think they will include these. Since the game is pretty low poly.. (not nearly as low poly as wow though) and all the textures are painted and flat without the use of normal or bump maps, there is really going to be little to no way around this similarity. However the game would definately not look better if they slapped photos on all the flat geomoetry, that would look rediculious.
No shaders, no bump/mormal maps, and painted textures by blizzard artists = WoW like appearence. The only thing they could possible do to make it look really different is to use dynamic lighting in a dramatic fashion in parts of the game. This would create an eerie and realistic creepiness if used correctly in a dungeon or something of that nature. I.E. yellow candle light flickering of the walls and charatcer casting long shadows on the floor.. etc..
It would be folly to think that their modeling choices weren't HIGHLY influenced by WarCraft as well. Just look at the armor on the Barbarian, a lot of the uninspired architecture and props in the first dungeon ( not to say there isn't some really good stuff as well ).
The only thing they could possible do to make it look really different is to use dynamic lighting in a dramatic fashion in parts of the game.
Some newer shaders that made use of dynamic lights would be nice, not just in the environments but for spells also. That's why I suggested Deferred Shading in some of my other posts. This is what I'm talking about: http://www.youtube.com/watch?v=WhIeHOPyvGw
Deferred Shading allows you to render many dynamic light sources at once per frame with little increased cost per additional light source.
And they would seriously benefit greatly from normal and specular maps. I really hope they decide to go that way.
It would be folly to think that their modeling choices weren't HIGHLY influenced by WarCraft as well. Just look at the armor on the Barbarian, a lot of the uninspired architecture and props in the first dungeon ( not to say there isn't some really good stuff as well ).
Some newer shaders that made use of dynamic lights would be nice, not just in the environments but for spells also. That's why I suggested Deferred Shading in some of my other posts. This is what I'm talking about: http://www.youtube.com/watch?v=WhIeHOPyvGw
As far as I'm concerned about the Barbarian having big shoulder pauldrins, I believe that they are the only class entitled to have them. I was going to agree with the Warcraft statement, but I'm going to hold off on that until I see all the classes wearing giant pauldrins. I looked through the barbarian concept art and they look to be to scale with those concepts. I believe that exact shoulder armor is present on one of the concepts as well, and they were indeed big but no where near WoW big. However it may also be that the pauldrins did not scale to the smaller frame of the female Barbarian in that gameplay demo hence the WoWness.
Other than that I don't think the environments, at least not in the way they are modeled, look anything like Warcrafts. D3's environments are way higher rez in terms of poly count and complexity. Obviously when doing low poly modeling without using normal maps or anything of that nature to a great extent, things are going ot end up looking blocky at somepoint.
It would be folly to think that their modeling choices weren't HIGHLY influenced by WarCraft as well. Just look at the armor on the Barbarian, a lot of the uninspired architecture and props in the first dungeon ( not to say there isn't some really good stuff as well ).
Some newer shaders that made use of dynamic lights would be nice, not just in the environments but for spells also. That's why I suggested Deferred Shading in some of my other posts. This is what I'm talking about: http://www.youtube.com/watch?v=WhIeHOPyvGw
Deferred Shading allows you to render many dynamic light sources at once per frame with little increased cost per additional light source.
And they would seriously benefit greatly from normal and specular maps. I really hope they decide to go that way.
that deferred shading technique is quite impressive. I hope to see some kind of normal and spec maps in the game, but I'm not going to get my hopes up.
Back to the deferred shading, how does it render that real time without slowing down to a halt? It seems like those particles would have to be faking light emission and not actually emitting it in order for that to run in real time.
that deferred shading technique is quite impressive. I hope to see some kind of normal and spec maps in the game, but I'm not going to get my hopes up.
Back to the deferred shading, how does it render that real time without slowing down to a halt? It seems like those particles would have to be faking light emission and not actually emitting it in order for that to run in real time.
It has to do with the fact that it calculates everything on the GPU in screen-space, without having to re-query geometry from the CPU in a separate rendering operation, and can use depth queries to bypass geometry that doesn't need to be considered for the algorithm. It's way more complicated than that but that's the gist. It is by no means a "cheap" algorithm in that it requires a lot of overhead because it does multiple shader passes, but it can also do screen space normal shading and fog shading with depth information.
Yeah that makes sense, so pretty much its just an efficient way to calculate real-time lighting solely on whats being rendered in screen space by the GPU. Therefor cutting out the CPU's involvement and unneeded calculation passes for the non-visible (off screen) geometry. If that is correct then why hasn't this been thought of before?! It seems to make a ton of sense.
I am not ashamed to say that I will download it IF they won't do anything with current wow'ness of the game. But with so many fanbois of this new-awesome-revolutionary-evolved-fresh game, I doubt anyone in blizzard will care about me.
I mean I will play it, most likely enjoy it much, but as a fan of Diablo, I consider (from what I have seen) Diablo 3 to be a bitchslap in my face and I don't feel like giving money to company who mess up their unique franchise just to get more wow players to buy it.
you realize that diablo 3 is mostly developed by non wow developers and that what they showed was just a pre-alpha build ?
The graphics may be a bit different but they are not wow'ish and in year 2008 its expected to have better graphics apart from the now already blank D2 graphics!
And who can say the graphics won't be improved anyways?
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Diablo 3 is graphically and artistically great, there needs to be variety in the game, instead of only plain and dark areas!
+Wouldn't it be better and more interesting if from a sunny beautiful day, mist starts covering the screen, rain starts falling, thunders and lightning striking and it starts to darken, instead of constant dark!?
The only reason they look anything like wow is because they are painted and flat, which is pretty much unavoidable unless Blizzard decides to put bump maps and or Normal maps in the game along with shaders that would give different materials realistic qualities. However since they want the game to play well on older systems I don't think they will include these. Since the game is pretty low poly.. (not nearly as low poly as wow though) and all the textures are painted and flat without the use of normal or bump maps, there is really going to be little to no way around this similarity. However the game would definately not look better if they slapped photos on all the flat geomoetry, that would look rediculious.
No shaders, no bump/mormal maps, and painted textures by blizzard artists = WoW like appearence. The only thing they could possible do to make it look really different is to use dynamic lighting in a dramatic fashion in parts of the game. This would create an eerie and realistic creepiness if used correctly in a dungeon or something of that nature. I.E. yellow candle light flickering of the walls and charatcer casting long shadows on the floor.. etc..
The things is it doesn't, I am sure you have seen my sig before but the model I created as a replacement for happy smiley WoW lion is low poly and has a very low res texture, both of which you can no doubt see, but it looks NOTHING like WoW.
Yeah that makes sense, so pretty much its just an efficient way to calculate real-time lighting solely on whats being rendered in screen space by the GPU. Therefor cutting out the CPU's involvement and unneeded calculation passes for the non-visible (off screen) geometry. If that is correct then why hasn't this been thought of before?! It seems to make a ton of sense.
Exactly. CPU to GPU bandwith is fairly large nowadays, but it's still really slow to pass from one to the other. Deferred Shading was used in Killzone 2 ( they even released a technical doc describing their process ). It's very well known now, even though there aren't many titles that use it yet because it's fairly new, and looks amazing.
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It was pretty much a joke, I won't and cant really judge the gameplay until I actually play it! On the exterior some of the changes do seem to be heading in the oversimplified "console kiddy" type direction, but I think that Blizzard can probably be trusted to pull off good gameplay so I can but wait and see!
‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
Mm. Acknowledged.
Although, in retrospect, Diablo I is far, far more simple than DIII. I don't see how this game is significantly less complicated than the other ones.
Edit: Without potions, more gameplay will rely on skill, IMO.
The skill of running up to a health globe? jkjk Hope we get life/mana leech!
- by interesting
then why don't you go create such a poll?
Man that art work is awesome. I don't know why you think it sucks, because the attention to detail is amazing. It may not be gears of war, or UT3 but it is not that kid of game either, and I don't think your going to get a better looking Hack'n'Slash for a long long time. I happen to love the color in the game too. I consider it a huge improvement over D2's bland and limited color pallet.
If you like playing WoW. Basically if the environment doesn't get a serious overhaul I'll quit D3 in a couple of months. Because I would have already played it for 4+years (assuming it's release in Nov.)
I've played wow for a long time and I played Diablo even longer before that. I'm sorry you don't like the color or art direction but I don't think it's going to make the game unplayable. When I watched that gameplay trailer the only thing I could think of was "holy shit this is Diablo3!" I'm curious to see what blizzard does with the other areas of the game, I saw their concept art and it looks like it's going to get much more sinsiter and dark in terms of both content and art. We'll see.
The only reason they look anything like wow is because they are painted and flat, which is pretty much unavoidable unless Blizzard decides to put bump maps and or Normal maps in the game along with shaders that would give different materials realistic qualities. However since they want the game to play well on older systems I don't think they will include these. Since the game is pretty low poly.. (not nearly as low poly as wow though) and all the textures are painted and flat without the use of normal or bump maps, there is really going to be little to no way around this similarity. However the game would definately not look better if they slapped photos on all the flat geomoetry, that would look rediculious.
No shaders, no bump/mormal maps, and painted textures by blizzard artists = WoW like appearence. The only thing they could possible do to make it look really different is to use dynamic lighting in a dramatic fashion in parts of the game. This would create an eerie and realistic creepiness if used correctly in a dungeon or something of that nature. I.E. yellow candle light flickering of the walls and charatcer casting long shadows on the floor.. etc..
It would be folly to think that their modeling choices weren't HIGHLY influenced by WarCraft as well. Just look at the armor on the Barbarian, a lot of the uninspired architecture and props in the first dungeon ( not to say there isn't some really good stuff as well ).
Some newer shaders that made use of dynamic lights would be nice, not just in the environments but for spells also. That's why I suggested Deferred Shading in some of my other posts. This is what I'm talking about:
http://www.youtube.com/watch?v=WhIeHOPyvGw
Deferred Shading allows you to render many dynamic light sources at once per frame with little increased cost per additional light source.
And they would seriously benefit greatly from normal and specular maps. I really hope they decide to go that way.
As far as I'm concerned about the Barbarian having big shoulder pauldrins, I believe that they are the only class entitled to have them. I was going to agree with the Warcraft statement, but I'm going to hold off on that until I see all the classes wearing giant pauldrins. I looked through the barbarian concept art and they look to be to scale with those concepts. I believe that exact shoulder armor is present on one of the concepts as well, and they were indeed big but no where near WoW big. However it may also be that the pauldrins did not scale to the smaller frame of the female Barbarian in that gameplay demo hence the WoWness.
Other than that I don't think the environments, at least not in the way they are modeled, look anything like Warcrafts. D3's environments are way higher rez in terms of poly count and complexity. Obviously when doing low poly modeling without using normal maps or anything of that nature to a great extent, things are going ot end up looking blocky at somepoint.
that deferred shading technique is quite impressive. I hope to see some kind of normal and spec maps in the game, but I'm not going to get my hopes up.
Back to the deferred shading, how does it render that real time without slowing down to a halt? It seems like those particles would have to be faking light emission and not actually emitting it in order for that to run in real time.
It has to do with the fact that it calculates everything on the GPU in screen-space, without having to re-query geometry from the CPU in a separate rendering operation, and can use depth queries to bypass geometry that doesn't need to be considered for the algorithm. It's way more complicated than that but that's the gist. It is by no means a "cheap" algorithm in that it requires a lot of overhead because it does multiple shader passes, but it can also do screen space normal shading and fog shading with depth information.
The graphics may be a bit different but they are not wow'ish and in year 2008 its expected to have better graphics apart from the now already blank D2 graphics!
And who can say the graphics won't be improved anyways?
Diablo 3 is graphically and artistically great, there needs to be variety in the game, instead of only plain and dark areas!
+Wouldn't it be better and more interesting if from a sunny beautiful day, mist starts covering the screen, rain starts falling, thunders and lightning striking and it starts to darken, instead of constant dark!?
The things is it doesn't, I am sure you have seen my sig before but the model I created as a replacement for happy smiley WoW lion is low poly and has a very low res texture, both of which you can no doubt see, but it looks NOTHING like WoW.
Exactly. CPU to GPU bandwith is fairly large nowadays, but it's still really slow to pass from one to the other. Deferred Shading was used in Killzone 2 ( they even released a technical doc describing their process ). It's very well known now, even though there aren't many titles that use it yet because it's fairly new, and looks amazing.