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.
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?
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).
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).
>.< Some admin locked the other thread with the same link and linked the other thread to itslef... anyway good video, very informative and am looking forward to more/blizzcon
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"If we're actually making the game worse with no other reason than to be different from WoW, then it's a bad choice." - Jay Wilson (D3 lead designer)
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.
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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.
Hellforge: Forging a passion for video games.
Fuck you, I'm a dragon.
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...
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.
The Gargoyles look like that because they are destructible. I'm sure its some type of limitation imposed by the Havok physics engine.