Blizzard über die "Riesenschultern"

von Norbert Raetz, Mittwoch, 10.02.2010, 16:30 Uhr

Als neulich der "weibliche Mönch" von Blizzard vorgestellt wurde, war der Hauptkritikpunkt wieder einmal die "epische" Grösse der Schultern, die die Stoffrüstung der filigranen Nonne zieren.

Gigantische Schultern: Fetisch der Blizzard-Designer oder zweckmässiges Gameplay-Feature?

Nun sind überdimensionierte Schulterstücke in allen Blizzard-Spielen von Diablo über StarCraft bis World of WarCraft ja schon lange Zeit gang und gäbe, und sie machen bei den winzigen Figuren auf den Schlachtfeldern von Strategiespielen zur besseren Unterscheidung ja auch Sinn. Aber hält das Argument, dass deren Grösse die Rüstungsqualität auch optisch dokumentieren soll, angesichts ästhetischer Ungereimtheiten wie bei der Nonne noch stand?

Blizzards Bashiok hat jetzt im offiziellen Forum ein kleines Essay zu dem Thema geschrieben und verteidigt das Design. Den Beitrag findet ihr nachfolgend zitiert. Was meint ihr dazu – ist das Design in dieser Form notwendig, oder einfach nur albern bzw. cool?

Re: shoulder armor

I've seen people mentioning it here and there, wondering why a "light" fighter like a monk would have heavy gear or why it's just so darn pointy.

Essentially it's a two part answer.

1. Your character should look bad ass toward the end of the game, and that's what that armor is a concept of; a set later in the game. The concept within the artwork gallery is a lighter armor look.

2. The shoulders may look big in a concept like that, but (and I feel like it's been two weeks of hearing a broken record about this but…) from the distance the game camera is at they're going to look downright awesome [see part 1]. […]
So the issue is really just an understanding of how we design characters to be seen from an angle that the concepts just don't do. Now, maybe the smart thing is not to show concepts like that unless we have screenshots to go with it, but I also don't know if holding off on releasing this stuff until we have the armor sets done in game is what people want either.

Addressing maybe the most core issue is the weight of the armor and that's simply a fact of wanting each stage in armor progression to feel like… progression. There's only so much you can do to make robes look progressively more powerful, and especially from the game's camera angle. But make no mistake, a monk's "heavy" armor is going to look nowhere near as heavy as something like a barbarian's heavy armor. We're very aware of the look of each character, their style, how they fight, what their spells and feeling of the character mean, and go to great lengths to make sure that each class doesn't just look like they're wearing plate mail at the end of the game.

Any realism concerns of "he'd impale himself on his belt!" or "she'd slice her ears off!" is a case of realism being shifted for the sake of fantasy. Which is what this game is based in. Also it looks cool.

Quelle: Battle.net Diablo 3 Forum

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