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diablo coding

I don't know much about the Diablo video game franchise (I seem to recall it being popular among a certain contingent of shut-ins during my sophomore year of college; demons, dungeons: boring), but this discussion about the fan outcry over the latest entry's more vibrant aesthetic (versus the ashen tableaux of previous titles), and the trade-offs between atmospheric art direction and playability it highlights, are interesting.

I happen to agree with the lead designer: the grittier approach may have more integrity and present better on a one-off basis, but it's also visually monotonous when you factor in a variable like repetition during the course of the game—to say nothing of questions pertaining to its consistent, reliable execution across a wide variety of hardware configurations and the diminished visibility of interactive elements in murky environments.

Comments

i played diablo 3 until i hated it. i was miserable and it made me feel better to slay monsters.

i'm pretty excited. although i'm going to have to buy a new machine to play it. i think the colours are gorgeous. i also think the contrast between the vibrant colours and the gore makes it all more interesting.

OOPS i meant diablo 2 until i hated it. (sorry)

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