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==Gruesome Imagery==
[[File:Gore-montage.jpg|thumb|250px|Gruesome and gory images from Diablo 3 screenshots.]]
Jay Wilson spoke on that in an interview from Blizzcon, August 2009. [http://www.wired.com/gamelife/2009/08/diablo-iii/]
One example of one of the biggest ways we edited ourselves is … we have this cool system where we can hit a dude so hard that his skeleton flies out. It was awesome, really cool-looking. And we added several skills that did that; every time you hit somebody, their skeletons fly out. But I have to say, it got a little boring after a while! It became a little excessive. It took away the coolness of it. And so there, we felt like our overuse of it actually de-emphasized it, and we didn’t like that. We were like, “No, if we want to push the skeleton out of somebody, we want it to be a big deal.” I want to really like see it, and I want it to be a special event. And that’s probably the main way we’ve toned ourselves down, is to go back and say, let’s not go so overboard, that there’s nothing cool about the violence.</blue>
==Establishing that "Diablo I" Mood==
Many long time fans of the Diablo series feel that Diablo 1 was much creepier than the sequel. Diablo 1 had much lower quality graphics and cinematics than Diablo 2, but it had a dark mood and theme that was not matched by the more action-heavy sequel. The [[D3 Team]] has accepted and acknowledged this, and they've repeatedly stated that their design vision for Diablo 3 is more akin to Diablo 1 than Diablo 2, in terms of the mood and vibe.
Leonard Boyarsky spoke on this in an interview with IGN in July 2008. [http://pc.ign.com/articles/893/893781p1.html]
==Content Restrictions and Mature Rating==
One problem with making the game as gruesome and bloody as previous titles in the series is that the game is marketed and sold internationally. Many nations, especially in Europe, have strict ratings guidelines about how much violence, blood, and gruesome content can be shown in a game. This forces lots of action and horror games to censor themselves, in order to be released in those regions.
[[File:Gore-monk-punch.jpg|thumb|300px|Monk bursts a [[Lacuni]].]]
==Pentagrams and Crosses Removed== [[Pentagrams]], [[cross]]es, and other traditional Diablo-style holy symbols are not present in Diablo III, and have also been [[retcon]]ned out of ''World of Warcraft'' in recent expansions. This is an intentional design choice by the developers; in addition to helping them avoid potential controversy, they feel that removing symbols from existing real world religions will help them make their games more original and self-contained. This change has created a lot of controversy, with fans objecting to the change on aesthetic, symbolic, and "gutless corporate weasel" grounds. [[Bashiok]] addressed this issue at length in October, 2010.[http://diablo.incgamers.com/blog/comments/diablo-iii-should-have-pentagrams/] <blue><font color="#FFFFFF">When WoW came out they pretty much removed any visual religious references. They removed the cross from chaples, the alter of storms no longer had a pentagram etc. Diablo 3 <b>NEEDS</b> these demonic visualizations to add to the immersion of the game, I really hope a blue can comment on this.</font> <b>Bashiok: </b>A lot of what we do now and have been doing for the past... 8 or so years, around the Warcraft III and initial World of Warcraft development era, is putting a lot of effort into crafting unique worlds. Meaning that we put more effort into every aspect of the game world itself. Who is this secret organization? What is their history? What’s their look? Do they have a specific accent? Do they have a symbol or mark that can identify them? In the previous games I think there was a sense of “Oh it’s a demon, Diablo, devil, Satan, satanism… pentagram!” and while certainly there are those influences, what we’re creating now and have been creating for quite some time is evolving the game world and making something more complete. A complete world where every aspect is fully realized, maybe even if it doesn’t show up in the game. I think that same sort of world-crafting can be seen between Warcraft II and Warcraft III. A big shift in focus to fleshing out a unique fantasy world and story.</blue> See the [[Pentagrams]] article for more on this issue, including a critical reaction from Max Schaefer, one of the creators of Diablo and an art director for Diablo I and Diablo II. ==Fan Feedback==
The first and longest appraisal of how well Diablo 3 kept to the gruesome theme established in the earlier games in the series came from [[User:Flux|Flux]], a longtime fan of Diablo 1's horror vibe, who wrote extensively about the mood and gore in a report from [[Blizzcon]] 2008. [http://www.diii.net/blog/comments/blizzcon-demo-discussion/]