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<blue>We use lighting to add flavor and distinction to each dungeon. A lot of the bigger dungeons tend to be well lit with a specific palette to add to the feel and separate it from other locations. It's about visual variety. And the absence of light is included in that variety. We do change the amount of light from dungeon to dungeon, cave to cave, and there are specific areas where it's much, much darker, and the light radius comes into play. But it's used as a tool to create that visual distinction, and not a rule that applies to the entire game. (We don't have any intent to add a +light radius affix, just because it'd be less useful than it was in Diablo II.)
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We try to keep the visuals changing from area to area, even within the same Act. It keeps the game interesting, and is its own reward when a player makes it to that next area and the color palette does a complete shift and the area changes from a dark and foggy moor with blues and greens to a starkly clear dungeon with reds and purples. It's a very powerful way of reinforcing progression. Most people don't think about it as a gameplay mechanic, but it absolutely is. </blue>