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    posted a message on Φ Diablo III Art Design Direction Survey
    constructive and expected
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Φ Diablo III Art Design Direction Survey
    Hi all (and Blizz if you read it)

    I am a loiterer hence only just signing up and decided to express my views. I am not new, flame that all you want, I am just normally silent but really want to get down my views on these arguments flying about.

    The D3 "make it dark!" / "D3 we love the colour!!!!" arguments I feel have lost a lot in translation since the announcement. This is probably due to people who jumped instantly to express their views and didn't quite get them across how they intended. After reading and reading, like I always do, I have come to the below conclusion what people who argue for a 'Colour' change might be trying to express.

    The Diablo games (to me and I believe the 'darken' brigade) gave the impression of being real. A fantasy world full of magic, violence, demons, etc ... that felt real. Now where I feel the colour direction should have gone in this game is to keep that reality feeling everywhere.

    Rainbows exist, grass is green, trees glimmer when wet, stone grows light coloured moss - etc etc etc. Stone in Cathedrals/Churches (using demo here) however are not a blue hue. Cathedrals do have beautiful stained glass windows that fill a room with wonderful colours - they do not fill a dungeon to the point of being neon anything.

    This is where people are crossing wires and arguments...
    - Dungeons should look like a dungeon, drab, angry, wet, mouldy & claustrophobic.
    - The outside world is full of bright colours and should show that.
    - Undead/Demon infested outside areas (we are lead to believe) are a mix of the two.

    Now with a 3D engine Blizz are well known for their catering en mass - e.g. most PCs can play it. That in itself gives limitations on what can structurally be achieved in the game hence realism needs to be sacrificed. What I don't see that needs to be sacrificed are texturing of those said areas to keep the sense realism.

    This is a game, but atmosphere is what the previous games conveyed whether it be in a dark dungeon, out in the bright desert, an Egyptian (style) tomb or in the lush green jungle. Each area had its own unique feeling because it appeared to be created with realism in mind. D3 from the video appears to show that it has been lost - that all colours are vibrant, everything is exciting - that is not real.

    Now if Blizz come out and say that this demo dungeon was meant to be so bright because the occupants worked in B&Q and had huge discount on paint - that will explain a lot and then give hope that other dungeons are going to stick to realism over style. (yes humour)

    Seriously though, after seeing the higher res demo I was thoroughly impressed with the blood / entrails & the green grass - I was just underwhelmed by the fact what were 'scary' dungeons were now theme parks.

    So my finals words are this...
    - The pictures where people turn the Cathedral/Church into that Gothic, dark, brooding feeling - thumbs up, great way to describe what is wanted to be kept in the series.
    - The pictures where people seem to think rainbows, green grass and trees should look like everything died - great where needed, like where the undead chill out, but all those things do exist and should be in the game. The whole Diablo world is not permanently depressed and like D2 showed had plenty of colour, like our own world.

    Flame all you want, I was constructive and hope I got across a happy medium between all the arguing.

    Mullet
    Posted in: Diablo III General Discussion
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