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Diablo 3
Noct:
I feel exactly the opposite you do regarding the one BG: Dark Alliance game I played. The art didn't appeal to me at all and the character designs seemed extremely rigid without much room for crazy builds (I loved my throwing barb sooo much).
On the other hand, Baldur's Gate 2 is the shit.
0bsessions:
--- Quote from: Spluff on 02 Jul 2008, 18:29 ---Ozy's serious problems aside, I can see what the people who wanted the art changed meant, now that I'm playing through D2 again. The first two games had a much darker and eviller atmosphere than what was previewed in the video - the video looked like a cross between Wow & Diablo.
I think this is mainly because they've made the move from 2D to 3D. This tends to happen, I think it's because 3D is much more limited in what it can produce - I mean, look at the Van Buren screenshots compared to screenshots from Fallout 2, much less atmosphere.
--- End quote ---
I think it's more a matter of technological limitations being overcome than anything. A lot of these people seem to be ignoring the fact that Diablo II was developed close to a decade ago. I'd bank more on the light radius and dark atmosphere being more a result of the hardware not being able to handle color and light and fully illuminated environments than an actual artistic choice for the sake of "atmosphere."
Suffice to say, these are the people that bitch about Mario and Zelda going 3D because it "goes against what the series is SUPPOSED to be." Who cares if it's an improvement or a natural evolution? It's not the same exact game they played ten years ago and that's scary!
KvP:
--- Quote from: Spluff on 02 Jul 2008, 18:29 ---I think this is mainly because they've made the move from 2D to 3D. This tends to happen, I think it's because 3D is much more limited in what it can produce - I mean, look at the Van Buren screenshots compared to screenshots from Fallout 2, much less atmosphere.
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Man that is untrue.
Ozymandias:
--- Quote from: est on 02 Jul 2008, 19:16 ---It's also got a lot to do with the planning out of your character to kit it out with the correct equipment and skills for your play style. You can take your base character class in completely different directions based on the skills and eq you kit it out with, as has already been touched on by McTaggart talking about the unique and challenging builds he's played around with. A lot of the depth and complexity of the game lies within the planning out of your character so that it plays the way you want it to and in choosing skills that complement/strengthen the main skills you want to use.
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So your argument is that the fun in the game comes from the thought experiment of making characters rather than actually playing the game?
KvP:
That's true of a lot of games, actually. Most all of them. There's a limit to the immersive factor of all games, such that if you're reductive enough you can pass them all off as stupid, pointless bullshit, and all gamers as deluded and sad. Think about roleplaying games. Planescape: Torment is a slog to play, really. The combat is awful. But the fun in it is all the different possibilities you can explore for your character, and the revelation of the character personalities in the game.
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