I did think that that video was a pretty damn good alteration. I like that the brightness wasn't cut too drastically since it's an early dungeon. It's still a tad bit too gray though, perhaps. The color scheme should just shift to include less color on one side of the color wheel. If you chose to exclude green, then keep the oranges and blues a tad more vibrant but not eye-popping. The important thing to keep in mind is that it's a dungeon that will probably resemble more of what you might expect early on so I would be okay with more calming, vibrant tones ( blues and yellows ). I don't see the need for an explosion of color, though. A stone dungeon, especially early in the game need not be so wild and extravagant with color but not completely devoid of it either. Vegas, your edit would be better for a later dungeon and I'm sure you'll see more of that sort of lighting later on.
The biggest thing that threw me off about D3 is that I was expecting a sharper, slimmer, more contrast driven and sophisticated look to the game. Not to an extreme, but more so than what we saw in the demo. I.E. Some bulk to the armor, but some tapering as well. More mature looking anatomy to the characters and sleek shiny armors and weapons without the crazy glow.
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The biggest thing that threw me off about D3 is that I was expecting a sharper, slimmer, more contrast driven and sophisticated look to the game. Not to an extreme, but more so than what we saw in the demo. I.E. Some bulk to the armor, but some tapering as well. More mature looking anatomy to the characters and sleek shiny armors and weapons without the crazy glow.
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I suppose you feel you have proved something in this post. Just look at the demo dungeon again. What color are they not using? If you didn't notice already, there was absolutely no restraint. Full saturation of oranges, yellows, reds, greens, blues, browns, purples... you name it, it's there. What about the outdoors? Same thing. Although the outdoors do have a more refined scheme ( they stay away from purple and red at least ). Like you said "they aren't afraid of colors" and that's a huge problem IMO. I'd really like to see some sort of scheme so the area can maintain a unique feel. I don't mind if every color is present, they just need to tone some down so there is a prominent set of colors for that area. It's like with actors in movies, you don't hire a bunch of big budget actors in a single film because they simply don't mix well - no one actor in particular is able to shine.
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Yes, but in that case you weren't emotionally attached to that collection of paintings. If you were, and you didn't say something, you wouldn't be true to yourself. An intelligent person who has emotional attachment expresses himself, which is the very nature of the painter who painted the piece that you are looking at. Believe it or not, but the better painters have underlying meaning hidden in their work which is a response to pertinent issues surrounding that artists' life. Perhaps this shortsightedness is due to the fact that you're not much an artist or art enthusiast. By no means should your tendencies mentioned above be norm in the world of art, or there would no longer be a reason for art.
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I was being highly sarcastic. Read my post above the one you quoted. I was trying to point out the ridiculous nature of the argument: Diablo isn't reality so thus it doesn't matter what goes in the game. I disagree completely. I should expressly state when I'm being sarcastic though because of all the crazy ideas people get on these forums.
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Diablo isn't real life so anything goes! It doesn't matter what they throw in! (sarcasm)
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Like I said on the bnet forums, making every single color of the color wheel prominent in every single area (which is going to be the case now that Blizzard is no longer "afraid of color" and have abandoned better artist judgment) is truly the most monotonous choice. If they had only prominently used 2/3's of the color wheel per area then the next area would have room to change and bring out other colors in more prominence. That would help hint at the notion of progression - this is a really simple idea that has been used throughout the ages of color theory - I shouldn't have to explain this. People think that when we have these really powerful computers restraint can be thrown out the window. In some deranged way, that is thought of as progression...
Without restraint the color scheme becomes loud and obnoxious. Meanwhile, analagous, complementary or split-complementary color schemes are much more harmonious and aesthetic. A far better choice than to barrage with an overabundance of color. You can still get a very nice array of colors with 2/3's of the color wheel prominently displayed and low saturations of the other colors.
Gray is one extreme, rainbows another, and then there is a gentle medium. This gentle medium could be called doing things in good taste - something we are all familiar with. Why has everyone jumped on such extremes, is it just to belittle each other?
Extremes = exaggeration. Exaggeration is comical and cartoony - it's one of the fundamental principles of traditional *Disney* animation. I would very much prefer Diablo to be a more serious experience.
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You've pointed out nothing except that you are not intelligent or deserving of response.
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I'll link it just in case some people haven't seen it or need reference:
http://img374.imageshack.us/img374/2356/renderbn1.jpg
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Would you mind giving me a remotely intelligent response so I have something to go on? If you don't have the mental capacity to discuss things on an adult level then please refrain.
We're not talking about good or bad art direction, but rather a fitting art direction given the premise of the game.
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This just all seems like a big excuse. Why the big, gaudy, exaggerated armors? What about the cartoony statues, railings, textures? There's also a difference between varied color usage and misplaced colors - where's all this blue/green coming from? If you want green make a marshland or forest. If you want blue make an ice area. Why use such colors in a dungeon? Why not reds, oranges, yellows like you'd get from torches and candles that would overpower the soft blues you'd get from fog and mist (but still have this minorly present as was shown in Corwyn's screenshot). Let's just face the music, they wanted to make a game that took a lot from WoW - they weren't *forced* into these decisions at all.
There is plenty of room to make good use of color without having to resort to color choices that absolutely make no sense and give the game a cartoony feel. You can still make assets pop out to the player and be highly visible without making them highly exaggerated and comical.
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I play Diablo for items. That's what the game is about. Have you even played a Diablo game? You actually think it's an odd expectation to see items better than a 16x16 pixel chibi icon in a game that revolves heavily around item collection? I don't care if you can see items equipped, it is equally as important to see non-equipped items so don't even throw that rehashed &*%$ at me. If you bothered to read the thread you'd see that not being able to see your collected items is a complaint shared by many. Please, please spend more time thinking about your posts.
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Yes, the fun part: making the assets - as well as, don't forget, watching us rip it up on the forums.
If the S-S inventory system had a huge view of the item while selected with the mouse, as Rakanishu depicted, then I can live with it. If not, I'm going to be pissed. Oh well, after flop that was Smash Bros Brawl I'm learning to accept games not living up to my expectations.
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Diablo III matters enough to me that I wouldn't like it to recycle mechanics from WoW where not necessary. There are plenty of great unique ideas that previous Diablo games had to create change from WoW and ultimately create a fresh new experience. WoW is very prominent in my mind right now, Diablo 1 & 2 are not. If Blizzard is able to take a modern spin on the older ideas it will be a welcome change.