Bashiok offered a much welcomed thorough mind-picture of what all of us should expect in Diablo III when it comes to dungeons.  We won’t be seeing the same interiors over and over, with the same type of colors or illumination across each one.  Each dungeons will feel unique and epic.  The art team is designing a lot of detail and contrast into each dungeon separately depending on its location and lore behind it, as well as other factors.  This game will set big differences between itself and Diablo II and Diablo II: Lord of Destruction.

    With this in mind, the Art Direction Controversy looks at this point laughable.  We only got to see one small area of a dungeon. Not the whole thing.  Many fans who went to the 2008 BlizzCon, including Elly, Flux, myself and the IncGamers staff had the opportunity to play and see others play different areas of Tristram and its Cathedral.  Each level looks different and detailed.  Not all the place is green hued, or bright.  Hope all the fans able to go to this year’s BlizzCon have the opportunity to play the new build of the Diablo III demo.  It is gorgeous.

    I think there’s a nice juxtaposition between the larger more epic dungeons and the others that may be less epic but have very specific tones and themes associated with them. When you step inside one of the more epic dungeons, like the Tristram cathedral (and considering its past, shouldn’t it be epic?) you immediately know you’re somewhere important. Somewhere that looks and feels magical in its presentation and lighting, as opposed to, say… a cave.

    Still cool! Caves are still awesome, but you probably don’t want magical purple and green lighting in a cave, it’s probably going to have a much different and subdued feel. If it’s a natural cave it may have light streaming in from cracks above, or if it’s a mine it might have lighting from lanterns. Much earthier and natural. Then you walk into some ancient tomb of a powerful wizard, oh crap, this place clearly has something else going on. The lighting is a bit unnatural, maybe some sickly greenish hues to set a theme and mood.

    That type of theming adds a lot to keeping the scenery changing and interesting. If you’re just fighting demons against a grey or brown backdrop for hours and hours, days and days, maybe years and years… it gets boring. Interesting, themed, and contrasting scenery all help ensure visual longevity.

    I think before too long we’ll have shown a nice cross section of the dungeon types and looks. It’s been too long staring at the one dungeon. Each one has a very unique look and feel, so it’s really cool going in to each one and having a total change of scenery. It’s all very exciting and we’re all looking forward to sharing it with you and seeing the fan reactions just as soon as it’s ready.

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