Why There are so Many Hollow Knight Clones

Nonsensical 2D
12 Apr 202107:10

Summary

TLDRThe video explores how the art style of *Hollow Knight* has influenced other games, particularly in terms of readability in visual design. It breaks down the key principles of readabilityโ€”contrast, clutter, and sharpnessโ€”and demonstrates how games like *Hollow Knight* use these principles to create clear, easy-to-read scenes. The video compares *Hollow Knight* with other games such as *Eternal Noctis* and *Playbound*, highlighting how poor design choices can affect gameplay. Ultimately, the narrator advocates for using good design principles to enhance gameplay and user experience, rather than focusing solely on unique art styles.

Takeaways

  • ๐Ÿ˜€ The concept of 'readability' in game design refers to how easily players can understand the important gameplay elements such as platforms, characters, and enemies.
  • ๐Ÿ˜€ Games like *Hollow Knight*, *Gleamlight*, and *Playbound* are often compared because they use similar design principles to achieve high readability.
  • ๐Ÿ˜€ High contrast in foreground elements and low contrast in background elements is a key technique for improving readability in 2D games.
  • ๐Ÿ˜€ Background elements should not distract from the main gameplay information, which is why background clutter is reduced in effective designs.
  • ๐Ÿ˜€ Sharpness is used to create focal points, where elements that need focus are kept sharp and those that are less important are blurred.
  • ๐Ÿ˜€ The use of bokeh and atmospheric perspective helps separate the gameโ€™s level from the background, ensuring clarity of gameplay space.
  • ๐Ÿ˜€ A high level of contrast helps players quickly identify important elements in the game, such as platforms or enemies.
  • ๐Ÿ˜€ Games like *Eternal Noctis* may fail in readability because of poor design choices that confuse players about where the action is happening.
  • ๐Ÿ˜€ Cluttered designs with excessive information make it harder for players to quickly digest the necessary details in the game environment.
  • ๐Ÿ˜€ While some games may seem visually similar to *Hollow Knight*, applying the same design principles of readability should not be frowned upon, as these principles enhance gameplay experience.
  • ๐Ÿ˜€ Good game design should focus on clarity and user experience rather than prioritizing artistic uniqueness that complicates player navigation.

Q & A

  • Why do some developers mimic the art style of *Hollow Knight*?

    -Many developers mimic *Hollow Knight*'s art style because it effectively uses design principles that enhance gameplay readability, such as high contrast, clear separation between foreground and background, and minimal clutter. These techniques help players quickly process the visual elements of the game, making the experience smoother.

  • What does readability mean in the context of game design?

    -Readability in game design refers to how easily players can understand and interpret the visual elements in a game. It involves making key elements, such as characters, platforms, and enemies, distinguishable from the background so players can navigate and interact with the game world efficiently.

  • How does contrast improve readability in games?

    -Contrast improves readability by making key visual elements, like characters or platforms, stand out from the background. High contrast between foreground and background elements helps players quickly identify what is important, making gameplay smoother and reducing confusion.

  • What is the significance of clutter in game design?

    -Clutter in game design can overwhelm players, making it difficult to focus on the important elements. By reducing unnecessary details in the visual environment, games can maintain clarity and allow players to quickly identify platforms, characters, and enemies without distraction.

  • What is 'bokeh' and how is it used in games?

    -'Bokeh' refers to the blurred effect applied to background elements in a scene. In games, it is used to separate foreground interactive elements from the background, making it easier for players to focus on what they need to interact with, while still maintaining an atmospheric environment.

  • What role does sharpness play in visual design?

    -Sharpness is used to highlight key elements in the foreground, such as characters or platforms. By making these elements crisp and clear, developers can direct the player's attention to important objects while minimizing distractions from the background.

  • How does *Hollow Knight* utilize atmospheric perspective to enhance readability?

    -*Hollow Knight* uses atmospheric perspective by desaturating and lightening the background, which helps separate the interactive level from the environment. This makes it clearer to the player what areas are accessible and what parts of the scene are purely decorative.

  • Why is separating the foreground from the background important in game design?

    -Separating the foreground from the background is crucial for clarity. It ensures that players can easily distinguish interactive elements (like platforms and enemies) from non-interactive elements (like background scenery), making it easier to navigate the game world and interact with relevant objects.

  • How can developers avoid the issue of poor separation between elements in a game?

    -Developers can improve separation by using techniques like adding atmospheric perspective, adjusting contrast, or employing blurred backgrounds. These methods help make the game world more readable and reduce visual confusion, ensuring players can clearly identify what they can interact with.

  • What does the principle of minimalism offer in visual design?

    -Minimalism in visual design helps reduce clutter and focuses attention on the most important elements. By simplifying the environment and using silhouettes for non-essential details, developers can make the game world more readable and aesthetically pleasing without sacrificing the atmosphere.

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Related Tags
Game DesignArt StyleReadabilityHollow KnightClutter ReductionVisual DesignGame DevelopmentPlatformer GamesArt PrinciplesIndie GamesDesign Principles