Art Debate Rages

Posted 3rd Jul 2008 02:00 AM by Rushster

Personally I thought Diablo 3 looked fantastic when it was shown at the WWI and the colour palette being used was certainly not an issue in my eyes. That being said, this week has seen the art debate rage on in the Diablo community, some happy with the path Blizzard are taking and some really quite worried about it. The D3 controversy gallery has been rather busy here at diii.net with the examples of palettes that may or not work depending on your view on the issue.

The mainstream press have also been on the case again with Kotaku posting an article entitled Diablo III Art, Inspired By Titan Quest which looks at the two games and shows some of the similarities.

MTV have also been following this ‘art story’ and posted a lengthy piece which includes quotes from Blizzard’s Keith Lee on the subject. Here’s a snip from that.

Blizzard Quote:
“What we also tried to do is create very clean textures so that you can really focus. It’s a stylized feel and in that sense, it’s very sort of a Blizzard philosophy. It’s just really pushing the envelope in terms of the visuals so that everyone is excited about how everything looks. We think that ‘Diablo III’ is going to be better in so many different ways. We’re just building and improving upon the the first and second ‘Diablo’ games.”




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Filed under: Controversy, Interviews

Comments

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Venomey
Posted 03, Jul 2008 09:48 PM
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Let us not forget the roots of D3 and shear off the leechvines of world of whatever. You will not get loyal fans of D1 and D2 to play a mod of world of whatever. Wheres the gritty atmosphere that had us in its grip? You don’t need to invent a wheel when the one you already have works! Lose the rainbow colors in the atmosphere, it makes the world seem like theres a stained glass window over the entireworld. I keep expecting to see a circus wagon and tents.
OFF TOPIC:
Why only 2 player classes? (or did I miss something?) Thanks!

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Elly
Posted 03, Jul 2008 09:54 PM
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[quote=Venomey;6584637]
Why only 2 player classes? (or did I miss something?) Thanks!

Sure you did thankfully smile Only 2 have been revealed. The only other number that has been bandied about is 5 but it’s not set in stone.

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    Venomey
    Posted 03, Jul 2008 10:19 PM
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    Rainbows..BAH!
    Ah, thank you Elly! Hopefully they won’t handicap any classes like they did the Assassin in LOD. It didn’t seem to matter how many pluses to magicfind I’d carry, as an Assassin, I’d never get anything anyone would want to rob me of. Sad, hopefully this too will be more balanced. Whats the point if everyone can’t have a chance for a good drop?

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    Frank_the_tank
    Posted 03, Jul 2008 11:47 PM
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    The Titan Quest inspiration is striking in the comparison shots, especially if the stone circle on the Diablo 3 shot is in fact a waypoint/teleport. TQ on the other hand cloned Diablo 2’s waypoint system straight of which is rather absurd. There’s a very thin line between inspiration and theft imo. Anyone know how "inspired" one can get within laws?

    Anywayz, the Diablo 3 shot although easier on the eye, is rather.. blurry compared to TQ no?

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    extrakun
    Posted 04, Jul 2008 12:09 AM
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    Well, let’s just hope the transition to 3D enables the developers to create a truly spooky feeling in the in-doors area through use of lights, fog and destructible environments. If it’s all going to be just particle effects and a "look, real 3D!’, it’s really a wasted opportunity.

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    extrakun
    Posted 04, Jul 2008 12:12 AM
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    [QUOTE=Frank_the_tank;6585002]The Titan Quest inspiration is striking in the comparison shots, especially if the stone circle on the Diablo 3 shot is in fact a waypoint/teleport. TQ on the other hand cloned Diablo 2’s waypoint system straight of which is rather absurd. There’s a very thin line between inspiration and theft imo. Anyone know how "inspired" one can get within laws?

    Anywayz, the Diablo 3 shot although easier on the eye, is rather.. blurry compared to TQ no?

    Re: Titan Quest, the waypoint system is pretty much like Diablo II, except that you don’t have it in monster-infested areas - that’s pretty much the departure from Diablo II and there is no need for a scroll.

    I think the best portal system in Diablo-inspired game is Divine Divinity’s portal stone. You drop one stone to anchor that as your ‘home’ and you can always return there by using the other stone in your inventory.

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    SirMoogie
    Posted 04, Jul 2008 04:06 AM
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    Though I like the current look of the game, I’m glad you’ve, as a fansite, decided to report that there is general concern about it, rather than ignoring what could be a problem down the line. Keeping Blizzard up to date on community issues, and providing valuable feedback will serve us in the long run.

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    Venomey
    Posted 04, Jul 2008 04:22 AM
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    Mean while: getting back on topic…

    Game options to change the graphic settings should be included. Sliders would be the easiest; a la brightness controls of old.  Players could then tweak the colors/saturation/etc.. til they fall off their seat and turn shades of plaid. No one would give a hoot about this issue and Blizzard would be heroes. Yay!:thumbup:

    -Venomey

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    Elly
    Posted 04, Jul 2008 01:43 PM
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    Here’s a lengthier official comment that might be worth keeping in mind:

    Blizzard Quote:
    Colour. This is probably one of the most controversial things Blizzard are working on in D3 and as previously said when reviewing the previous title we used a lot more vibrant colours than memory recalls. We reserached horror movies and their use of colour to establish mood and felt that was something very important so carried it through into the art style for d3 and chose the paletts very carefully.

    When the colours used is seen outside of the shots they are extremely saturated, very vibrant but when you put them in context they can actually estabish a very powerful mood. We are using dark greens and dark blues to establish a horror vibe or a very ominous "big brother is watching" type of vibe. So you can get away with using very vibrant colours which is very pleasing but at the same time maintaining that core value of the Diablo fanchise which is maintaining that horror vibe.

    And when you aren’t afraid to use colour any more you can start to use colour to your advantage to lead the gameplay where you want it to go. So, if you have an overall colourscheme of green and you put a torch in that scene, that bright orange torch now becomes a beacon for the player to follow, making gameplay easier to understand, making it more enjoyable to look at and everything comes together more seamlessly that way. ~ Brain Morrisroe - Art Director

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    Frank_the_tank
    Posted 04, Jul 2008 04:38 PM
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    That’s a rather abstract respons to the color issue and I can’t say it made me that much more enlightened. How is this varm green oil painting with rainbows inspired by horror movies? I like the graphics, I do, but I don’t buy his explanations.

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