Color in Path of Exile

Put down another agreeing with the OP. As has been said, this is especially a problem in caverns (the cramped space and opaque back walls don't help) where everything is dark and mostly the same shades of brown or bluish/greenish-grey.

Likewise, I've found in a lot of cases, the minimap is either very difficult to see if it's too transparent or makes everything else hard to see if it's not transparent enough; I have yet to find a consistently comfortable middle ground with it. Part of this, I think, is that the colors used to delineate walls and the like are too close in color to the walls themselves, so if they're too transparent you can't see them, and if they're too opaque they wash over everything else and make it look like the ground/walls.
I just wanted to chime back in and say that while I agreed that characters (and their minions) should be more distinguishable from mobs and the environment, I do [n]not[/b] think the color pallet itself needs to change if at all possible. I love the dark and gritty atmosphere that the current pallet provides.

Also, after a lot more thought, I'm starting to agree with those that think the overlay map should be replaced by a mini-map - more like a radar.
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I cannot possibly disagree more with the OP. I was very much impressed by the current color and art style of the game. Finally something that's not about running rainbows and retarded cartoon figures.


Diablo II looked so much worse then the original Diablo because it lost it's dark gloomy atmosphere. It was more popular because of new features like BattleNet and such, but Diablo I artistically was so much better in every way.


This game is not like either of the above mentioned Blizzard titles. It has it's own magic with this wild forsaken continent of horror. I hope the art style stays the same and we won't see pink and blue helmets everywhere.


Also how can you say you cannot distinguish your character from enemies? I honestly cannot believe anyone has this issue when the detail is so high on both characters and enemies.


It like saying in an Alien vs Predator game asking to make Aliens purple and pink because it's hard for you to see them in the dark.
Last edited by David11#5227 on Aug 23, 2011, 12:23:14 PM
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David11 wrote:
I cannot possibly disagree more with the OP. I was very much impressed by the current color and art style of the game. Finally something that's not about running rainbows and retarded cartoon figures.


Diablo II looked so much worse then the original Diablo because it lost it's dark gloomy atmosphere. It was more popular because of new features like BattleNet and such, but Diablo I artistically was so much better in every way.


This game is not like either of the above mentioned Blizzard titles. It has it's own magic with this wild forsaken continent of horror. I hope the art style stays the same and we won't see pink and blue helmets everywhere.


Also how can you say you cannot distinguish your character from enemies? I honestly cannot believe anyone has this issue when the detail is so high on both characters and enemies.


It like saying in an Alien vs Predator game asking to make Aliens purple and pink because it's hard for you to see them in the dark.


First, you have to remember that not everyone is running on the exact same equipment as you. On many machines, the game looks so desaturated that you cannot distinguish many things from the background.

Second, if you actually read my post (maybe you did and just completely exaggerated), I did not suggest changing things anywhere near as drastically as changing the Aliens from an Alien game to purple and pink. All I did was raise the saturation of the original colors that the artists themselves have used. This creates a still realistic and grim color palette, while also making visibility for the game practical. As I also stated in my original post, the second screenshot is a very quick mockup and definitely needas tuning (for instance, that gold armor is way to yellow). While the style of the game as it is right now looks pretty good, the desaturation is actually doing a disservice to the artists that created all of the assets. They are losing most of the detail that they worked hard to create.

Just remember that setting a unique mood and style is great, but it is very important that it does not hinder the gameplay mechanics.

Lastly, I leave you with a painting by Caravaggio to see how you can keep a dark atmosphere and mood while having your subject pop from the background. He did not make his characters pink and purple to accomplish this task.
http://www.artunframed.com/images/1caravaggio/carava243.jpg
and another:
http://www.christusrex.org/www2/art/images/caravaggio25.jpg

EDIT:
I also just want to say that Diablo 2 was only used because I figured the most people on this forum could relate to it. Diablo 1 could have also been a perfect example. Fallout series as well. While they all have different styles and moods, they all work fairly well to distinguish your character from the background. Path of Exile should not change it's style at all, my post was more to just advise not to be afraid of color. Color does not mean neon green, pink, and purple with hot yellow aura around them. Color means not gray on gray.
Last edited by sharkh20#2500 on Aug 23, 2011, 1:14:59 PM
Yeah I over exaggerated to make my point more clear and perhaps a bit ironic.


http://img808.imageshack.us/img808/1239/vibrant.jpg


This example image you provided however is not my taste at all, perhaps if the color changes were less extreme. Like right now the armors on high resolution look amazing... water weary rusty brutal gladiator armors. In your version the guy looks like he is wearing golden armor which is horrible in every way I can think of. It doesn't fit with the lore because your supposed to be a survivor in a post apocalyptic world in rugs and rusted equipment not shiny golden / yellow ones.


In this instance I believe art design and mood that fits the setting and the lore has to come first before functionality of low resolution gameplay.

EDIT:
Check this image:
Marauder in decent gear

It looks totally amazing and I really hope they don't touch the colors.
Last edited by David11#5227 on Aug 23, 2011, 3:36:01 PM
Original:
http://imageshack.us/photo/my-images/69/withoutsaturation.jpg/
Increased saturation (Irfaview):
http://imageshack.us/photo/my-images/706/withsaturation.jpg/

I slightly prefer the original, but if somebody likes the more saturated one, he can just change his graphics card settings.
Last edited by Mirda#3978 on Aug 23, 2011, 4:30:19 PM
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David11 wrote:
EDIT:
Check this image:
Marauder in decent gear

It looks totally amazing and I really hope they don't touch the colors.


While the problem is not as bad in an area like this (very high contrast shadows help solve the problem in bright areas), you can still see that pretty much all of his armor is the exact same color and value of his surroundings.

I agree that the armor on my mockup image is way to yellow as I stated in my first response to you.
Last edited by sharkh20#2500 on Aug 23, 2011, 4:33:23 PM
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Mirda wrote:
Original:
http://imageshack.us/photo/my-images/69/withoutsaturation.jpg/
Increased saturation (Irfaview):
http://imageshack.us/photo/my-images/706/withsaturation.jpg/

I slightly prefer the original, but if somebody likes the more saturated one, he can just change his graphics card settings.


Unfortunately, what you have done there completely defeats the purpose of my post. You have saturated everything which causes everything to still be the same relative value.
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sharkh20 wrote:
Unfortunately, what you have done there completely defeats the purpose of my post. You have saturated everything which causes everything to still be the same relative value.

Well then...
http://imageshack.us/photo/my-images/810/withsaturationtemplar.jpg/
Still I think it's not necessary to make the character colours more vibrant. But I suppose I would accustom to it.
I just got through watching Vampire Hunter D: Bloodlust and they had an excellent color variety, I wouldn't mind seeing some areas that were inspired by that sort of "Gothic" look, and the sound for the movie was amazing.
I love virtual brutality so save it for the Mobs...

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