Diablo III Art Design Analyzed, Again

MTV Multiplayer was somehow able to coerce Diablo III lead designer Jay Wilson into analyzing fan-altered screenshots from the game and offer an explanation as to why a darker look wouldn't work for the game.
MTV Multiplayer: Just to be clear, are we going to see a lot more rainbows during the game?

Wilson: [laughs] After the announcement, one of our environment artists went to the darkest area in Act One and put a giant rainbow across the whole area. No, you're probably not going to see a ton of rainbows. But we don't think the one that's in there is that big a deal. You know it's like, it's a waterfall. My favorite [criticism] is the one that analyzed the light refraction angle, and told us why from that angle seeing a rainbow would actually be impossible. Oh yeah, and it was upside down because the colors were reversed. And we're like, (This is a whole different world than ours! Who's to say that light refracts the same in the Diablo world?) [laughs]

We don't think it's that big a deal; we just think it adds a lot of interest to that scene. We don't have specific plans to fill (Diablo) with rainbows. It's not like we restarted the project and were like (Diablo III now with rainbows!) Although I will say the pitch that I originally did, once we decided what we were going to do, said (Diablo III now with pants.) Because we added a pants slot.