Less is More is Less
I said I would talk about some of the design side of video games. I have been sitting on this idea for almost two weeks, because the more I think about it the more I realize this is such a big chunk of something that I do not believe I have the skill capacity to do so. I may have bitten off more than I can chew, but even more so, it’s just so much.
But I said I would. It’s going to be watered down, but I’m going to do it.
Clarity is something the developers choose on whether or not it is an important factor. It is not something that is required, but in many cases it is helpful or important to the game. Fast arcade style FPS games are a good example of good clarity. You want the brain to be spending as little time as possible understanding what you’re shooting at. Team Fortress 2 is an excellent example of one of the most common forms of clarity in design, silhouettes.
Team Fortress 2 consists of 9 classes, each with very different functions and important approaches one must consider to remove or run from. They’re all men, and most of these men are of similar body type. These characters move through bright terrains and shadowed caverns, which means things like contrast, in color and line, are not always up for consideration. Let’s take a look at Breath of the Wild.
Just looking at the trailer, you can see how contrast is used. Shrines stick out like a sore thumb because of their bright contrast with the desaturated landscape, towers break from the silhouetted forms of the hills, and enemies bring your eyes to them with their many tangenting and crossing forms of line. The simplicity of other colors, brings your attention through complexity. Line, value, and color contrast are all done in Breath of the Wild. But color and value are diminished in an environment that can have the lights be on and off like Team Fortress 2.
And that’s where the strong silhouette design comes into play. One of the reasons personality is such a strong concept to push for in Team Fortress 2 is because it shows in their demeanor, and that gives a perfect idea/excuse to change silhouettes. The squat stance of the Scout makes him stand out. His running animation has his legs swing wildly compared to other characters, which makes him even more obvious. This is especially important as the Scout will almost always be moving when you see him. The Medic’s trenchcoat sways in a shape that is not common with other characters. Small things allow for extra clarity: the Soldier’s poofy clothes, the Pyro’s smooth suit, the mountain that is the Heavy, etc.
It really wouldn’t be so much of a complaint if we saw them all pretty similar. There are plenty of games where realism is the focus, and clarity may be a matter of combat awareness. But having the characters just different enough so you can tell from their shape helps in such a hectic environment.
This is just one of the many things that Team Fortress 2 does so well in visual design that makes it stand out as a class based shooter. Unfortunately, a lot of this deteriorates when everyone is wearing hats and holding different guns, but in return they (the guns at least) provide a different gameplay variety.
There is more to just these that make Team Fortress 2 a great design though, and there is definitely more that I would encourage you to check out from their developer commentary in game. I choose Team Fortress 2 as a model multiplayer game, not because other games are bad design, but because Team Fortress 2’s designs are the most clear cut and obvious to a normal player that has no experience in design. It is sometimes difficult to find out the why behind game designs, but Team Fortress 2 does an amazing job at that.
These kinds of things are also the reasons why “feedback” from players in a competitive environment is oftentimes more dangerous than helpful. The spectrum of skill that spans the players always looks different when you’re supposedly very skilled, because developers don’t design only for the very skilled, and to encompass all of that without creating two separate games is just terribly inconvenient. Team Fortress 2 takes in a lot of those variables and makes things like level design, gameplay mechanics, and art design work together as best as possible and makes a fairly balanced game within all of that. Too many times I read of players who want something changed without considering all sides of the equation, which is to say programming, art, and balance at high levels, low levels, and those in between.
There are SO many things that Team Fortress 2 does well in art design that involve the other elements, but I love that the silhouettes work so well when all other elements are absent. So please check out the developer stuff to learn about those other things if you have the time. The game is free to play and is available on Steam.
Team Fortress 2 is #105 on the ULTRA. And it’s still a fun game to play now. I really wish I could speak more in a better descriptive manner, but I’m just a normal person who plays a lot of games. I just have a desire to talk about games. I hope I can point you in a direction that helps you appreciate games, as that seems to be the best I can do for now. Thanks for reading, I’ll see you next time.