Left 4 Dead Developer Illuminates Lighting Choice
by Nick Breckon, Jan 05, 2009 8:00pm PSTIn a Left 4 Dead blog post that rekindles memories of the great 2008 Diablo 3 darkness debate, developer Randy Lundeen has explained why Valve made the decision to lighten up the look of its tense zombie shooter.
Lundeen noted that in an early, much darker version of the game's lighting system, "Playtesters weren't able to see zombie silhouettes in the midground and background. Because of this, they were repeatedly getting mobbed."
"While sudden zombie attacks were inarguably scary, they were also frustrating--players weren't being given the information they needed to react," said Lundeen. "They wanted that 'Here they come!' moment, and we weren't giving it to them. The solution? Light-colored fog."
"While not as realistic-looking as actual fog in some settings, it meant playtesters could see attackers in the distance. Once they were able to anticipate attacks, playtesters started to have a much better time."
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Or just make the same thing happen in the area that the witch appears. Would make her slightly more of an obstacle than she is now :/
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I'd also like to not that even with this "brighter lighting" I have been able to hide in dark rooms and not be seen (as a boomer of all classes) while playing L4D's awesome vs. mode.
Plus, this lighting decision was great and if anyone disagrees then surely a mod will come out eventually to offer a darker experience....I can't wait for the sdk release and what comes with it :D
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But, I guess I'm one of those old-school computer gamers that likes to have 4,000 different options so I can cater the game to my liking. Perhaps this game will have a modding community at some point in the future.
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