翻译:风云第一刀
D3 lead designer Jay Wilson sat down with the folks over at Mtv's Multiplayer to go through some examples of player-modified D3 screenshots. Jay talks about how the effects were created, how they resemble earlier art design passes on D3, and what's wrong with using that darker, grittier, desaturated style of art for the final game. It's a fascinating read, and here's one example, with Jay's comment above the shot in question:
Blizzard Quote:
Jay Wilson, Designer of “Diablo III”: 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.
One other interesting tidbit, when discussing this shot. Emphasis added:
Blizzard Quote:
Wilson: A lot of this change is adding noise to the screen. If [the characters] weren’t centered on the screen — like find the witch doctor. Especially think about him as a friend [in co-op play]. Standing over there, you can’t even tell the difference between him and the zombie. And that’s another player, and when you can’t tell the player apart from the creature, that’s horrible.
You’ve got to think that there’s potentially up to seven other people in addition to yourself, and several dozen monsters. All that noise just translates into unplayable, especially when this starts moving. This texturing was actually very similar to one of our previous art styles. But when you started moving and the whole screen just kind of shimmers, you can’t really tell anything that’s going on.
Slip of the tongue, or confirmation of 8 players in the game? The designers said it would likely be just 4-5, for better gameplay/party size, during the WWI panels.
Remember to check out the Diablo 3 Media Coverage archive for all interviews and previews related to Diablo 3 from all over the net.
PS前
PS后
D3首席设计师Jay对玩家修改后的D3截图发表了自己的看法。Jay谈到了D3早期的艺术设计之所以被推翻就是因为运用了过量的暗黑色调。下面是Jay回答的一个原话:
Jay Wilson, 暗黑3首席设计师指出: 很重要的一点是那张图是PS出来的,而不是由D3引擎所生成的. 尽管它看上去不赖,但是3D引擎里却几乎做不到,因为现有一个合理系统中光源不会那么随心所欲。 当然如果我们能够做出那样的效果,我们还是可能在一些地下城中使用他们。.
其实只要看下实际的材质你会发现,色的材质会把所有的东西显示的非常平面,而且怪物也很难区分,那样可玩度就不高了。把怪物从环境中分开你感觉很费劲,久而久之你玩了几次就会感到很厌烦。所以尽管想法很好,对我们效果甚微。还有确实很多光源应用后的效果确实很酷,但是很遗憾并不适用于我们。
当谈到上面图片的时候,Jay还无意中说了些:
那张图片的变化有点画蛇添足了。如果角色并没有在屏幕中央,比如说你想找到那个以你合作的巫医,不幸的是,他站在那里,你却无法将他同僵尸区分出来。玩家与怪物的不可区分,实在是太恐怖了。
你还要为除你之外的另7个玩家想想,当然还有很多很多怪兽。如果区分度太差的话简直无法玩下去,尤其是动起来的话。无独有偶,这个PS后的图片实际和我们先前的风格很像。但是想想看吧,当游戏动起来并且那种光源充斥着整个屏幕,估计你是玩不下去了。
这里他说的游戏里有8个玩家?而之前在WWI中设计者可是说过一个队伍4-5个人更合适。