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[原创] [搬运+翻译] D3 团队的艺术导向 [复制链接]

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发表于 2008-8-1 10:41:11 |只看该作者 |倒序浏览
D3 Team on Art Direction



Blizzard held some media events in NYC this week and gave a lot of interviews on their ongoing gaming projects, so expect a lot of news to pop up in the next couple of days. A couple of good articles just went up on Kotaku and Mtv's MP Blog, and both have generous quotes from D3 Lead Designer Jay Wilson. The Mtv one is a bit more detailed, so I'll quote from it below. In it Jay talks at length about the art direction and the "too colorful" controvery.


“We’re very happy with how the art style is. The art team’s happy. The company’s happy. We really like this art style, and we’re not changing it.”



But fans take note: The decision to add color to the macabre world of “Diablo” didn’t come lightly. “It’s actually the thing we struggled with the most,” Wilson said. When Wilson joined the project two and-a-half years ago, the game was similar-looking to what fans of the old games might expect — darker, desaturated and a lot of brown and gray tones. However, translating the game from 2D to 3D with a dark color palette didn’t make for the best gameplay experience. The first and second iterations of the art direction had a “modern, gritty look” but made it difficult to distinguish enemies from the environment. “When you have 30 creatures on screen — and four or five different types — target prioritization is a factor,” he said. “You need to be able to tell those things apart fast, and you can’t do that when your world is gray and your creatures are gray.”
因为这样会造成你很难从环境中分辨敌人。“当有30个创造物而且是四五种不同类型出现的话,对象的优先顺序是一个因素”“当世界和你的创造物都是灰色的时候,你将不能将他们迅速的分开”
...

Another part of the game that some hardcore fans missed was having a light radius follow the player’s character. Because some of the areas of past “Diablo” games were so dark, the player had a circle of light following them around to help them navigate the depths of dungeons. Wilson said the team tried to make use of the light radius, but it just didn’t work with a 3D engine. “It looked really bad,” he admitted. “If you took an environment and you basically lit the whole thing up with just a flashlight, it works way better in a 2D game… we’ve really found that you needed other light sources to be able to make the game look good.” However, that doesn’t mean the beloved light radius won’t show up in “Diablo III.” “Not in all dungeons, but there might be in some,” he revealed. “I think people really remembered it in like one or two places where it was prevalent in ‘Diablo II,’ but forget that it almost didn’t exist in the other 90 percent of the game.But if we can find one dungeon where it’s really good to use it, and we can create a lot of gameplay out of it and make it look cool, then yeah, we’ll do it. And it’s not like within the team there’s a lack of desire to do that, it’s just that we don’t want to do it if it’s not going to play well or it doesn’t look good.”




暴雪本周在纽约举行了一系列媒体见面会并接受了很多关于他们开发中游戏的采访,因此预计接下来数天内会有一些消息井喷。各种BLOG上出现了很多貌似不错的文章,他们大多引用了D3首席设计师的言论。 其中有个Mtv上面写的稍微详细一点,引用到此,其中首席设计师大谈D3的艺术导向和“过分色彩化”的争议.

“我们,艺术团队,乃至整个公司都很喜欢现在的艺术风格。我们真的真的很喜欢,我们不准备改变它。”

但是D饭们请注意:我们可不是随随便便就决定将色彩加入这个可怕的暗黑世界的。Wilson说:“其实这个问题我们有过最激烈的争论,”,2年半前,Wilson加入D3项目组的时候,游戏确实像D饭们期待的那样-黑,灰,总之是很暗黑。不过,一个游戏从2D转到3D依然沿用原来的暗黑色调不能带来最好的游戏体验。
因为这样会造成你很难从环境中分辨敌人。“当有30个创造物而且是四五种不同类型出现的话,对象的优先顺序是一个因素”“当世界和你的创造物都是灰色的时候,你将不能将他们迅速的分开”
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不要惹我发火!当龙类不高兴的时候你就没好下场

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沙发
发表于 2008-8-1 11:02:37 |只看该作者
“一个游戏从2D转到3D依然沿用原来的暗黑色调不能带来最好的游戏体验”

2D,已经成为往事。

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神族·金甲虫 中士
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板凳
发表于 2008-8-1 11:04:51 |只看该作者
估计在色彩方面,他们也没拿定主意  
三国志11单人PK常见对白

XXX:我乃大将·XXX,无名小卒快来受死.
无名小卒:哇哈哈,看你能吹牛到何时,真是令人期待啊.

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地板
发表于 2008-8-1 16:39:28 |只看该作者
事物永远是运动发展的,矛盾是无处不在的。。。
2D变3D,“怪多”变“怪更多”,灰暗变明亮;
灰暗的色调和更好的游戏体验成为了一对矛盾,鱼与熊掌不可兼得啊。。。


不过话说鱼与熊掌出自《孟子·告子上》,本意上山打熊与下水捉鱼存在冲突不可合而为之,但我在《动物世界》上常看到大棕熊站在溪流的小瀑布上,等待洄游的沙丁鱼逆流上窜的时候用嘴一下子把沙丁鱼死死叼住,我想如果这个时候我把熊打败的话,就两者兼得喽。孟子肯定没有去过欧洲和美洲,孟子肯定在古代而非现代,时间和空间的局限性使孟子以为只有山上有熊,只有水里有鱼,而山上无水,水中无山,遂认为“鱼与熊掌不可兼得”,并以此喻证“生与义不可兼得”,看来真是凡事无绝对啊,孟子的比喻也不是亘古不变的。。。

如果我是德鲁伊,我就召唤熊灵伙伴去溪边抓鱼,看它能不能兼得。。。哼~~[耍酷]

[ 本帖最后由 qinshangguwu 于 2008-8-1 17:04 编辑 ]

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