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I've noticed that by creating visually appealing levels that are also random, you pretty much cannot avoid art fatigue. Diablo 2 had pretty bland levels, so al
by lelandbatey 14y ago
I've noticed that by creating visually appealing levels that are also random, you pretty much cannot avoid art fatigue.
Diablo 2 had pretty bland levels, so all the details of them, including how copy pasted they are, just get blurred together.
However, if you try to make everything look good, like in the Torchlight games, then you start noticing the world around you and with it all the repetition.
I don't feel like there's a good middle ground here, sadly.