The End of the Art Controversy?

Posted 11th Sep 2008 02:59 PM by Flux

Thanks to the heroic video editing efforts of a guy calling himself Sozou, we may have reached the end of the D3 “too colorful” art controversy. The end, one way or the other. Sozou has taken the WWI gameplay movie, and reprocessed the entire dungeon section (the first 12 minutes) so it looks like those gritty, grainy screenshots players were turning out shortly after D3’s announcement. Darker, desaturated, no greens and blues, etc. The file is high quality, it plays at the full frame rate, and it switches between the original version and the desaturated, modified version regularly, so it’s ideal to compare the different visual styles..

Since the initial outcry, Blizzard’s designers have explained that the colorful, green/blue tinted D3 we see today is the third or fourth version of the art direction. They say they initially tried it in a darker, desaturated style, and found it unplayable. Monsters and other characters were hard to distinguish, the game became visually monotonous, and when they went back to more closely examine D2, they realized it was much more colorful in actuality than in their memories.

You may agree or not, but this is probably as close as we’re going get to seeing what D3 looked like in the earlier versions. Read more to see the video embedded, and with direct download links. We also conducted a short interview with the video’s creator… 

Also on Sozou’s site, you can also check out a big page of desaturated stills from the movie, and a short, super high quality video comparison. It’s a 64meg .mov file with 10 seconds of action. The same 5 second clip is shown twice; once in the original color, and once in the desaturated style. He’s also posted the full movie on rapidshare.

Sozou’s official explanation, from his page:

I believe the Diablo team will make the best game of the year when it is released despite the color discussions at this early stage of the first released gameplay footage.

I like others want to tone down the colors. Basically;

  • Desaturated Environment
  • Colorful Interactions, spells & skills.

To get more of his thoughts, we conducted a quick interview with the video’s creator:

Diii.net: How did you do it? (graphical tools, applied filters, etc)
Sozou: I used After Effects. Getting into what effects and such is going to take a while, but basically I desaturated different channels and added grain and vignette effect which gets more heavily darker and grainier to the edges than in the middle.

Diii.net: Have you followed the arguments Jay Wilson and other D3 teamsters have made, about why they rejected that dark, gritty look on early versions of the game? Agree/disagree?
Sozou: Well as of for the discussions that is going on; To get something clear, despite the outcome, the gameplay will be most important. that said, my thoughts of the early released footage from d3 team has been mixed feelings. I’m in no position to say whats right and wrong, i have big respect to the D3 team. But as fanboy to the Diablo world, I felt, like many others, that the colors were presented didn’t apply to that universe. specifically it’s the environment in the dungeon, Tone down the colors environment colors, I’m not saying make it gray or black. But keep the colors in character interactions, spells & skills. different dungeon environment should have a majority color applied. Cold = blue, warm = red etc, sewers=green.

Diii.net: One of the D3 team’s main arguments was that it was hard to tell the monsters from the characters from the background. I get that feeling on your version, especially at the beginning where the gray ghouls are hard to pick out against the dark gray stone. Your thoughts?
Sozou: Your char is the light. I believe the characters that are further away from the screen should be a bit harder to spot out. It adds a mystery feel to it, until you have the classic mouseover highlight effect. The ghouls at the beginning are almost the same color scheme as the environment. It enhances the dramatics of their appearance at that specific stage. I don’t feel it’s necessary to make the monsters more colorful contrast to the environment.

Another thought is that now we are in HD gaming, i often see games to digital perfect when they shouldn’t be. Grain it out make it more dirty, more rougher edges.

All this is pointing out how Diablo has been for two titles and I’m absolutely positive that the D3 team knows all of this , talked about it, and thought that it’s time to move to a more colorful Diablo dungeons, who knows. nevertheless, im excited as many others.

Diii.net: Did you try this technique on the second half of the movie, when they go outside? Or you don’t mind the colors and such when it’s outdoors?
Sozou: I haven’t color priority the second half, I feel that it works as it is. All my thoughts have been in the underground, dungeons, whatever you want to call it.

Thanks to Sozou for creating such an interesting conversation piece, and taking the time to answer our questions.




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Comments

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The Ragi
Posted 24, Sep 2008 06:26 PM
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Sweet monkey jesus… when will this BS end? It’s one freaking video, you don’t have a damn clue how the game will look like at all. Do you really see yourselves playing in this bland darkness more than once? Urgh. If blizz actually listened to this fanboy complaining D3 would look darker than D1. Thankfully, the complainers don’t reflect the majority of the players at all.

If you really want to play in this crappy near-blind mode, just put some shades on before logging in.

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Diablo
Posted 11, Jan 2009 10:55 AM
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This really looks more like Diablo 1, my favorite diablo, but I think Blizzard could do it a bit better (cause this is only a fan version, and blizzard has control over the whole game) but they HAVE to do it like this!

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xerberus
Posted 12, Jul 2009 11:47 PM
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seems like the whole look thing is dead by now. boy do i hope D3 will fail. it seems that’s the only way blizzard will realize what they’ve done. but of course, the mainstream probably has never even seen D1, maybe not even D2 but just WoW - so it will unfortunately still sell like crazy. just like the pretty awful resident evil 5 and the unworthy call of duty 5.

to me, the people responsible for diablo 3 simply seem either incompetent or lying bastards. because there’s no way in hell that the game is too confusing without all those colors. D1 wasn’t, quite a few other games aren’t, so why would it be an issue in D3? do you see pink bunnies jumping around in gears of war because they’d be easier to spot? what a ridiculous, stupid justification.

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SSH83
Posted 13, Jul 2009 03:52 PM
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haha. Just beating a dead horse here, but if you look at the new screens, they seem to be doing good at retaining the dark-world aspect of sanctuary at least in some parts of the game.  I think the whole controversy was a big misspoken misunderstanding between the warring fans to begin with.  What it all comes down to is HOW the colors are used.  In D1, creatures were made bright and colorful to create a stark contrast with the gloomy dungeon, to make the creatures pop out at you.  In the reveal trailer, the colors were not used with much thoughts; they just added more color to make things look pretty, not creating an impact in the play experience.  Some fans notice this but they do not know how it works and why, so they intuitively went straight to attacking the colors, even going so far as to remove most of the colors.  The other fans, liking the pretty looking game, didn’t think twice before they went straight to attacking the other fans.  Thus it resulted in a senseless clusterf*ck.  Thankfully, I think the developers are not as senseless as either faction and appear to be using their brains more and asking themselves the critical questions.  The new screens seem to show a step in that right direction though still not quite as masterful as D1’s style IMO.

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xerberus
Posted 14, Jul 2009 12:57 AM
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hehe, i didn’t think anybody would even read my comment =)

you say that monsters were colorful in D1… i’d have to say yes and no to that. only few were truly colorful, most were colorful but still very desaturated, much like in these two screenshots (oh and by the way - i always thought that lava environment looked worst of all… that bright orange… sheesh wink ):
http://www-users.mat.umk.pl/~rembol/eng/diablo1.jpg
http://www.rpgamer.com/games/diablo/diablo/graphics/screens/diablo1.gif

and i never heard anyone say “oh my god, i can’t spot the enemies!” -_-
that’s why i don’t think that the D3 developers are using their brains (a lot) wink
i have to admit that in some screenshots and clips, the environment looks just as dark as i’d like it to but… colors aren’t the only issue for me. the heroes and monsters are simply designed (geometry and textures) in a very stylized manner. this worsens an IMO bad development with D2. D1 had pretty detailed, pseudorealistic graphics, D2 IMO had less detail and realism and D3 seems to take that a lot further.

so what if a bit of red sauce is flying around when you bash skulls in? there’s a lot more to consider when creating a gritty game. oh and speaking of the good red stuff… the ways enemies died in D2 was IMO a bit less harsh than in D1 (maybe in part also because of the fewer details) - just think of the goats and the succubi… now those were some dying animations. left a pretty big impression when i was 13… man… half my life ago. but i digress… wink

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xerberus
Posted 14, Jul 2009 02:46 AM
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or… maybe developers use their brains too much. they’re obviously thinking about how to get as many WoW players as possible to buy D3 while not scaring away too many fans of D1 and D2. i would congratulate them, would it not be for the possibility that the game i enjoyed in my teens the most might never see a worthy successor.

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