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Art controversy

3,680 bytes added, 16:42, 7 August 2008
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The Diablo III '''art controversy''' of Diablo III started with with [[WWI 2008]], when a number of Diablo fans found the colour of the Diablo environment palette to be "too colourful".
==Fans' Rections==
::[http://www.diii.net/articles/668952/lore-amp-environmental-art-panel-video Lore & Environmental Art Panel:]::Skip to about the 21:00 mark to hear it. To paraphrase, the designers talk about how their memories of D1 and D2 were that they were dark and gritty, but that when they actually looked back through the games they found much more color than they expected. They also say that they looked at horror movies and noticed how the color was used effectively to create mood, and that they're following that design path with Diablo III.
==Blizzard's Response==
Blizzard seemed to be prepared for some sort of onslaught against the colours well before the actual [[WWI 2008]] reveal, and started talking about the importance of colour in the [[WWI 2008: D3 Lore and Environmental Art Panel|D3 Lore and Environmental Art Panel]] before the petitions even started.
 
::[http://www.diii.net/articles/668952/lore-amp-environmental-art-panel-video Video comment by Flux:]
::Skip to about the 21:00 mark to hear it. To paraphrase, the designers talk about how their memories of D1 and D2 were that they were dark and gritty, but that when they actually looked back through the games they found much more color than they expected. They also say that they looked at horror movies and noticed how the color was used effectively to create mood, and that they're following that design path with Diablo III.
 
The reactions from fans might have been a bit stronger than they initially thought though, as they started out in the beginning of July to avoiding replying to the petition itself. It's unlikely Blizzard didn't know about it, as it was reported on from several websites like [http://www.slashgear.com/diablo-iii-producer-under-fire-for-adding-color-0312386.php Slashgear], [http://www.theglobeandmail.com/servlet/story/RTGAM.20080703.WBwgtgameblog030120080703084156/WBStory/WBwgtgameblog0301 The Globe and Mail] as well as the largest [http://www.diii.net/n/669078/too-colorful Diablo 3 fansite].
 
::[http://multiplayerblog.mtv.com/2008/07/02/diablo-iii-art-direction/ Keith Lee replies:]
::A great analogy is like in 'Lord of the Rings' — not everything is dark. [...] We don't want everything to look the same and that’s really what we're trying to aim for. [...]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.
 
::We're very involved, because everyone's very passionate about our games. Blizzard employees, we spend a lot of time actually iterating on [the game], and so in terms of the next phase, what we'll try to do is a proof on concept on lot of different gameplay aspects. And we really want to get as much feedback as possible so that we can improve on the game and ensure that we meet Blizzard quality for our fans and for ourselves as players.
 
Later in July, a few mainstream sites got the opportunity to talk to Blizzard in NYC, where art direction, and direct replies to some petition pictures were made by Jay Wilson.
 
::[http://multiplayerblog.mtv.com/2008/08/04/diablo-iii-designer-turns-tables/ Jay Wilson judges fan pics:]
::[[Jay Wilson]]: The key thing to remember here is that this has been Photoshopped. This isn’t created by the engine. Though it looks really cool, it's almost impossible to do in a 3D engine because you can’t have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons.
 
::Now in terms of the actual texturing, this texturing, where they grayed out everything and it's very flat and the monsters are all kind of a similar tone — that does not play well. It's very boring to run through more than a couple of times, and it's very difficult to tell creatures apart and pop them out of the environment. So those things don't really work for us. A lot of the lighting stuff I think is very cool, but it's also not very doable for us.
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