Diablo, a real time action isometric game about looting dungeons, has it's healthbar represented as a globe/orb

>diablo, a real time action isometric game about looting dungeons, has it's healthbar represented as a globe/orb
>other real time action isometric games about looting dungeons represent their bar the same way after its success

Does this kind of stuff bother anyone else? I understand copying mechanics, but why the UI?

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I don't think it's copying in a lot of cases, just a design choice they have in common. Diablo 1 is still the GOAT orb measure though, the statues make it

I believe it is a clear cut case of "Muh ancient vials aesthetics!"

Isometric ARPG fans hate change.

Nox, Titan Quest, and Heretic Kingdoms all had healthbars as actual bars on the bottom or the side, in different orientations. Those games all came out between 2000 to 2006, and there were definitely dozens of similar games that came out in in the same 6-10 years.

It's basically the industry copying the most popular examples of the series, and you can't get much more popular than Diablo II.

what's the bottom game

...

pooplight 2

...

Would you prefer an increasingly bruised face?

>blizzard invented health bars
is this what this nigger is pretending is true?

what sort of delusional marxist revisionist world are you living in? health bars existed since like the beginning of video games

The UI design of ARPGs is something that was a lot more diverse a decade ago than it is today. That's the point the OP seems to be going for and the screenshots of other games here seems to support that it didn't used to be the standard.

Shadowflare came out pretty shortly after Diablo and it didn't use those orbs.
Game was god tier frankly, I still have that open field theme stuck in my head.

>Does this kind of stuff bother anyone else?
No, because I play Grim Dawn.

Diablo copied Fantasy Empires, checkmate nerds

That is mad, I honestly remembered Nox having orbs

The point of the orb is that you don't have to look at it to know how much you got left, it's big enough that you see the situation while you are focused on the center of the screen. It's much better than the health bar and I wish literally every arpg would use the orb instead of the bar.

...

putting aside all the gameplay shit, are there any diablo clones that actually managed to capture the look and feel of d1/d2? like the actual aesthetic style and shit.

There were a LOT of games that came out the years following Diablo II that tried. There's actually a samurai-centric version that tries to do dark fantasy in an East Asian setting, but I can't remember the name at all.

Your mileage may vary as to whether they were successful, but a hell of a lot of them sure tried.

i guess i'll look into it some more, thanks

Torchlight was made by Diablo II devs. It's their mechanic, they can reuse it for a different IP with they want.

Kind of.

>3D games
>isometric
Look at this man. Look at him and laugh at his incompetence.

i can kind of see it, yeah

I remembered now. It was called Throne of Darkness.

Funnily enough, it came out in 2001 so it was probably based more on the first Diablo. It copied some of the orb design but it also had some kind of NPC party system that was more advanced than Diablo's.

that looks really similar, might have to check it out

Throne of Darkness. It's quite different from D2, even if they look very much like each other. There's also a reason why D2 is loved to this day and ToD has faded to obscurity.

Throne of Darkness, it's a good game and has a nice spin on the formula in you controlling a samurai squad and shifting between members on the go rather than picking a class

태현!!!!!!!!!!

guess i'll check it out given three people recommended it, thanks

There's also one Viking version called Loki I think?

It was one of the first games to use securom and it took hell of a long time before it became pirateable.

>Art style of TL2 at the bottom

full vid where?

its not as bad when you play it

I've never heard of it before but a quick image search makes it look pretty similar.

I really liked Nox's UI, clean and stylish.

y-you too

youtube.com/watch?v=5eyrssfHtAw

enjoy

I played a demo of that from PCGamer around the time of it's release. I don't think I was able to get it to run on my current pc even with compatability modes.

Oh fug I own that. Think you can start as a viking/egyptian/whateverthefuck and that's your starting area. Rest of the game being progressing through the others

tfw stellar will never make another fapbait music video

its the ideal way to play when the late game of every diablo like comes down to taking hits that deal 98% of your health but you life steal for 100% of your life per hit and your attack speed is like .12

I forgot how ugly torchlight was

But I did, it was terrible, in both style and game play.

whats the 3rd game

you need to think about what they are trying to achieve
they want to clearly visualize the health of the player so the player can react but at the same time the visuals shouldn't be too intrusive
so it's some kind of filled shape, mostly bars and orbs, some games have hearts

or does anyone have a better idea for unintrusive, informative and clear health visualization in games?
and don't just suggest a different shape duh

I played Loki once. I made it till the level when you can unlock the best tier of skills. I bought dual wield, and it made me attack slow as fuck. Looked it up online and found out that the skill is bugged, there's no patch, no fix, and no respec option. Uninstalled and never touched it since.

beacuse it's neat as fuck
glad minimalism hasn't come to the genre

I still think Deus Ex had/has the best damage system of any game ever.
That system is absolutely amazing and more game should use it.
RO2 makes decent use of a similar system.

well it is unintrusive and clear
but it is not as informative as the filled shapes since it just changes colors
also there are no body parts in games like diablo so having just the colord code alone might look bad

also you can't change color that much if you have more than 1 resource to display, otherwise the player would be confused

I feel like I've played that before.
Something about the UI just feels very, very familiar.

It's an abstract kind of feel

World of Warcraft aesthetics are a cancer that must be purged

> Diablo III has cartoonish proportions instead of the classic Frazetta-inspired look
> Activision probably spent millions of dollars on focus testing so they could pander to the widest, blandest audience
> It made a bunch of money for being the most watered-down and accessible game in the series

> a cancer that must be purged
> purging capitalism

>Does this kind of stuff bother anyone else?
No of course not, it's called an homage.

>the statues make it
This guy gets it

It allows you to take a look at one spot on the UI, and only one spot, to gauge how healthy you currently are. When it is a red bar all the way across the screen, you might take a quick glance and see that you have "no" health, only to need to look around more (and look at the action less) in order to find what size your health bar actually is. Or, even worse, you might look and see that you "still" have health left, not realizing that you're over half dead because the bar hasn't lowered to the point you glanced at.

The rounded display also makes it easier to quickly determine how much is left. Unlike a notched bar or just a flat one, it is very easy to see the difference between half full, mostly full, and 1/4 left just by where the red/black divide meets next to the sides.

Certainly, they are just knocking off Diablo in order to attempt to cash in on the success. But the rounded health meter likely has a good reason for existing past just "Diablo did it."

It's literally just becaues Diablo did it. You'd see non-ARPG games do it otherwise.

>You'd see non-ARPG games do it otherwise

ahem

>It's literally just becaues Diablo did it.
>Certainly, they are just knocking off Diablo in order to attempt to cash in on the success.
Yes, that's what I said.

But I also mentioned that the orb actually has a meaningful purpose, rather than just being a fancy or confusing method of displaying HP. It's much like how many fighting games just take the display straight from Street Fighter. They certainly do so simply because they're copying Street Fighter, but the display does have some benefits beyond simply using random colored bars everywhere.

Who needs orbs when you have vials

>There will never be another H&S as good as D1
Fuck.....

>tfw no qt girls to hold your life and mana orbs

WHERE THE FUCK IS THE GRIM DAWN EXPANSION ALREADY

October 11th.

It's a visual cue that "hey, this game is a Diablo clone, expect diablo-ish gameplay from it."

oh fug thanks mate

IWD>Diablo

I have a theory about this. I would say because the globe is more adequately representative of the urgency of your health/mana being full, being halfway and running out.

When it's full, the whole globe is red/blue. It goes down as you get hit a little bit or cast the occasional spell but nothing to get worried about it.

When it's halfway, you immediately notice the huge difference. When it was just a little bit, it wasn't just a small vertical sample, it was also very thin. But as it drains and reaches the middle, the height AND width of the quantity you've lost is much more obvious.

And the less you have of hp/mp, the empty space is gradually deeper into the globe, but also decreases in width again. In other words, I feel like the round/spherical design gives you a better sense of volume, so it feels more important. It's like seeing your own blood dripping away.

On a normal gauge, it simply degrades in one direction with no feeling of volume. It's kinda like peeling off band-aid by comparison.

>titan quest

In Path of Exile there's an option to also place a health and mana bar right above your character. I only look at the globes when I narrowly avoid death.

I had honestly forgotten until now, but my first thoughts upon seing diablo 1 was something along the lines of "Oh jesus christ your health is a ball of blood held up by a demon, and my magic is powered by angels?"

Top tier design choice.

I thought this about this, too. But wouldn't it make more sense to have an Erlenmeyer flaskshape to display urgency?

I dunno, man.

The design is certainly to make it very easy to quickly assess your health level at a glance. You can quickly identify the red/black divide, and from there easily see the shape of the red sphere. (Or, if you prefer, the curve of the outside where the border is.) If it is a half circle you are at half life. If it is nearly a full circle you are at high health. If it is hard to see you are nearly dead. That's pretty important when things are getting hectic because you aren't going to have more than a moment to look at the health level, so you want it to be instantly identifiable.

as usual dance practice version is the best

youtube.com/watch?v=7C3O4oZBK2k

is grim dawn good compared to diablo? thinking of getting it when the expansion comes out.

No i love it. I kinda miss it in grim dawn.

I also wish diablo-like arpgs would stop focusing on endgame. I don't need some autistic grind that lasts forever.

I've never played D2 buts its leagues above D3

lol you posted two games made by members of the original D2 team, underneath D2.

None of these games are fun to me. I like loot as a level of depth, but it's far too simplistic to have your game centered around it. It's fucking annoying to have to pick up 3 dozen items every minute and look through them because "My bag is full". I enjoy having less enemies that do more damage and give me the ability to move out of attack range instead of just spamming my abilities until everything's dead on screen.

I've seen a lot of the kpop stars and most have no ass, but god damnnnnnnn She's perfect

No, I fucking love it.
>the statues make it
This, the bottom one in the OP looks like shit. Sterile and disconnected.

The combination of bright, very visible globes and a transparent map overlay is really solid too from a functional perspective as well. They're large enough to easily tell if they get chunked in your peripheral vision and the map lets you focus on navigation without losing track of the game. A top-corner minimap isn't that good outside of racing games desu.

Blizzard invented healt orbs, not bars, nigger.
Lets not adress the rest of your idiotic post, retard, and simply agree that you should L2r.

>that diablo 2 resolution
>that stretched pattern bottom bar
Mama mia.

If you ever played Titan Quest you'll like it. It's made by the same people but at a new company with a bunch of improvements over TQ with more coming once the expansion drops. Overall I think it plays and "feels" more like D2 than D3 or PoE do, not sayin they're bad, just different.

Remember that time chad future featured a bestie
youtube.com/watch?v=Wo3BYfqo9x4

Globe shaped health and mana bars are not an invention from Diablo 1, it dates back to dungeon crawlers like Ultima Underworld in which health and mana were represented by red and blue potions, which are obviously mostly orb-like. Pic related.
I also believe the red and blue color scheme for HP and mana originated from the same game but HP bars were already red in earlier games.

wow, you have some imagination, anons... they're just an artistic way to display HP. It has nothing to do with "it's easier to realize how much HP", or "feeling the sense of urgency" or anything. It's just COOL.

Cmon, you really think you are saving time by having the super ability to watch at your hp at the same time as you watch your character move? Remember common screen were 17'. Your eyes could easily see the entirety of the screen in one glance. Bars worked perfectly, but it just could be annoying to have half the screen horizontally filled with bars.

It's fucking Diablo, it would have sold even if they turned all classes into poneys. Also Diablo 2 was extremely popular with that more serious, gothic aesthetic. Yeah God forbid they try to stay away from the same old WoW cartoonish-looking garbage for a millisecond, perish the thought.

I never even said that was why, I just said it works.
Being cool is enough.

Diablo 2 was popular because they made Diablo 1 but with a lot of new things. That's how sequels should work.

Diablo 3 gained its place because of all of the old school fans who ended up playing it anyways only because they wanted desperately a sequel, and mostly because of all the new retards that their propaganda sucked in. Blizzard had waaaay more money to expend on publicity after WoW. And their artistic style was heavily influenced by their biggest product.

You underestimate how vital it can be to quickly obtain important information with even just a glance. You can immediately identify key information without lingering, or even identify it in your peripheral vision. Sure, it doesn't matter much when we're talking about a turn-based RPG, where you only get the controls at specific points and are free to just observe as attacks happen. It even means little when looking at a screenshot, where you can clearly see everything. But when you're getting swarmed with 8+ fuckers who can kill you in three hits, and Diablo loved doing, you aren't going to have the luxury to fine where you meter is located on a bar all the way across the screen. You want to know immediately, in a fraction-of-second glace at one spot, if you are either still at full health or half dead. Because you can't get away for a breather and you're fucked if you don't know.

Grim Dawn sucks.

>wow, you have some imagination, anons... they're just an artistic way to display HP. It has nothing to do with "it's easier to realize how much HP", or "feeling the sense of urgency" or anything. It's just COOL.

It does nobody any good to be reductive. It can be seen that certain shapes will be superior for assessing current HP, with orbs in particular being nice because the height relative to the contour of the orb gives a quick and rough reading of current values. It is absolutely not just a matter of art. Try playing a Diablo 2 mod that replaces the orb with a square and you will quickly realize how wrong you are.

I didn't say D2 was popular because of the more realistic aesthetic, I'm saying it's doubtful if they sticked to what worked in D2's visuals they would lose sales or anything like that. I don't have anything against cartoonish games, but I do have something against all Blizzard games becoming the same homogenized-looking trash, just as a game such as an Okami sequel going for a gritty realistic look would be a terrible idea for such a lighthearted adventure game.

But hey they sold 7 quazillion copies anyway so who cares right, originality be damned.

That doesn't work. The way Diablo 2 played was: You're surrounded by 8 fuckers that can potentially kill you, unless you are a sorceress or have eni, you're dead. There wasn't enough time to react to how much HP you had.

Not even in pvp.

Yes. Although I don't say I dislike it because I really don't, I just see it and want to play Diablo instead.

>D1: Demon holds health, Angel holds mana

>D2: Angel holds health, Demon holds mana

what does it mean