Good Design, Bad Design Vol. 6 – The Best and Worst of Video Game Graphic Design

Today’s episode is sponsored by Squarespace,
the all-in-one platform to build a beautiful online presence. Get 10% off your first purchase with the offer
code DESIGNDOC. Hey hey, we’re back with the 6th installment of
Good Design Bad Design. Don’t worry if you haven’t watched the others,
you can jump right in here and catch up later. We’re looking at the highs and lows of visual
communication in games. We’re talking about things like Menus, UI,
Camera Work, Color Choice, Font Choice, Animation, Character Design. The presentation of information. As always, bad graphic design doesn’t make
a bad game, and vice versa. And with that, let’s begin. Good Design Mario Maker is a game focused on one thing. Making Mario levels. Not little rinky-dink Mario levels. Ones that can be mistaken for the real thing,
if you’re a good enough level designer. You can do that thanks to the game’s stellar
toolset. There are countless games with creation tools
that let you make levels, but most have a high barrier to entry. For most games it takes lots of time and frustration
to create something worth playing. Mario Maker avoids almost every one of the
pitfalls that other level creator toolsets fall into. But how? Step One: have well-defined problem boundaries. Mario Maker is lucky here, since 2D Mario
platformers are tile-based. That might sound limiting compared to a more
open-ended game like LittleBigPlanet, but it actually helps make user levels feel right. You only have so many things that each grid
square can do, and they connect to the rest of the level in predictable ways. I love LittleBigPlanet’s Popit menu system,
but it was best at organizing an ocean of options. LittleBigPlanet still made you do a lot of
troubleshooting to get complicated objects and ideas to work. Compared to LittleBigPlanet, in Mario Maker
you spend less time wrestling to get your level geometry right. You don’t have weird collision glitches. You don’t have to check for unexpected cliffs
or bumps in your terrain. Your custom objects don’t break at random. There’s just way less troubleshooting in
general with a tile-based game like Mario Maker. It makes designing levels easier and faster,
which helps beginners get into designing their first levels, and helps advanced users focus
on the unique gimmicks of their top-tier course designs. Step Two: clean up the interface. The object hotbars are more streamlined in
Mario Maker 2. As I talked about in the Inventory UI video, getting your most commonly
used actions in easy-to-access places makes the UI feel snappier. The Mario Maker 2 hotbar lets you get at the
last 12 objects you’ve used, and you can pin favorites to the bar at any time. You no longer swap between different rows
at the top like you did in the first game. Finding an unusual tile is easier in the second
game too. You don’t swap between rows of objects anymore. Instead, you can more easily dive into a specific
category of object, like Terrain, Items, Enemies, and Gizmos. A radial menu pops up and gives you more space
to look at these unfamiliar or unusual pieces and pick the right one. Less time fiddling with the menu frees up
more time for making and testing your levels. Step Three: cater to power users. Great level editors need a depth of functionality
that can be discovered and experimented with. Most of them, even mediocre ones, do provide
the deep functionality that power users want, but it’s often buried, or otherwise clunky. Exposing that functionality in a way that
isn’t a pain to use is an extra step that puts Mario Maker into a higher tier. Mario Maker 2 made the object modifiers much
easier to access. Before, the modifiers were treated like little
secrets, like when you’d shake an enemy or give it an item to change its properties. Not very discoverable. If you put the modifiers in entries in the
radial menu, things would get messy pretty fast. Instead, they went with a cleaner option. Now you can just tap and hold on to the part
and see the available modifiers right there. If you’re unfamiliar with your range of
options, a list of all of them right in front of you can let you create things that you
wouldn’t have thought of otherwise. Good level creation tools need both simplicity
and depth. Mario Maker, and the tweaks made in Mario
Maker 2 make it the gold standard for user-friendly level creation. Bad Design How do you know how to do something? As a player I mean. Well, the game could just tell you, like in
a tutorial. It’s effective, but tutorials can easily
slow a game down. Better is if a player can just intuit what
to do. Set up the look of your world right, and you
don’t have to tell your players a thing. The Witness is really good at this. It sets up a consistent symbolic language,
then uses those symbols and little leaps of logic to set up the deeper puzzles on the
island, all without any text. Zelda does a simpler version of it. Cracked rocks will always be blown up with
bombs. Eyeball patterns can be shot with arrows. Grated surfaces can be hit with the clawshot. White diamonds are targets for the boomerang. Creating a consistent visual language is super
effective at getting a message across implicitly. But what happens if your game isn’t good
at sticking to its own visual language? Well, that’s Yooka-Laylee, unfortunately. In a lot of ways, the game is a decent successor
to Banjo Kazooie. But its visual language can be very inconsistent,
and detracts from the game. Just like Banjo-Kazooie, Yooka Laylee is a
collect-a-thon. You go through sandbox environments, collecting
‘Jiggies’… I mean ‘Pagies’ to open new places. Each Pagie is tied to an objective you complete
in the world. Lots of objectives involve overcoming obstacles
by learning new abilities. Gliding across gaps, rolling up steep hills,
ground pounding switches, there’s lots of abilities to learn and use. But the game can be pretty bad at signaling
how and when to use some of its moves. Take ‘Sonar Splosion’ and ‘Reptile Rush’. One is a sound wave with an area of effect,
and one is a spin dash move. But they’re both used at different times
to shatter blocks and walls made of glass. You learn Sonar Splosion in a world that holds
a ton of these glass cubes. The description even says ‘Don’t use near
glass.’ Great, so this breaks glass, right? Shatter the glass panel on this arcade cabinet
in the hub world to find a Pagie. Yeah, that seems to work. You head over to the pipe where there’s
another Pagie. Ok time to break out the move and… wait
what. Why didn’t that work. THIS glass wall requires the other move, Reptile
Rush. It’s in the next world over. When you learn it, there are a bunch of other
glass walls to break with it. Ok, I guess this move breaks glass walls. Over at the end of the section there’s another
Pagie on top of a bunch of glass cubes. Ok, well if the rush move just breaks glass
walls it’s time to break out the Sonar Splosion again… nope! It’s the only time in the game where Reptile
Rush breaks glass cubes! That makes sense! So in summary, THIS move is used to break
glass walls, and not glass cubes. Except it’s the only thing that can break
THESE glass cubes. THIS move is used to break glass cubes and
not glass walls. Except it can break THIS glass wall, and it
can’t do anything to THESE cubes. Crystal clear. It’s not just a problem with these two moves,
visual language consistency problems keep cropping up throughout the game. There’s another system where you can lick
some objects to gain their properties. Lick honey to stick to slopes. Lick a cannon ball to become heavy and resistant to wind. Lick… coals?! To become warm enough to go through cold environments. That sort of thing. But there are rooms where they don’t follow
their own logic. Here’s one with 3 metal slopes. 2 of these you can roll up just fine as you
are. On one you have to be sticky to climb it. Same metallic texture. You figure out which is which. Yooka Laylee’s inconsistent visual language
makes it harder to predict whether your puzzle solution idea will work out or not. Predictions are based on consistency, and
without that consistency in the internal logic of the game, puzzles feel arbitrary and annoying. Because of the muddied, inconsistent, or just
straight up absent visual language of the objects in the game, you can’t intuit at
a glance what objects have what properties, so you start to not trust the game. Now you’ve made a guessing game, which is
frustrating, and detracts from the fun of exploration. Because of a lack of consistency, Yooka Laylee
undercuts itself. Good Design If you want to make a good game UI, one of
the most basic rules is to be clear. Give a clean run-down of the information your
players need to navigate with confidence. But, some of the fun in games is uncovering
mysteries and revealing an unfamiliar world. Well those sound like opposites, shoot. Welp, time to give up. Nah, just kidding. One complaint that comes up for lots of open
world games is that they don’t let players get lost and discover things on their own. Even the kinds of open world games that seem
tailor made for exploration and discovery can feel hand-holdy sometimes. Mini-maps, objective markers, and pathfinder
tools work great for pointing you to your next destination, but they also take some
of the magic out of exploring the world. So it looks like we need some balance. You know what game nails that balance really
well? Hollow Knight. Hollow Knight gives great navigational tools
to avoid turning wanderlust into frustration, but then also holds the tools back a little
to let you explore at your own pace. It’s all about the map system. When you first start Hollow Knight you have
no map at all. You’re exploring the Forgotten Crossroads
blindly. This first area is structured so that you’re
guaranteed to come across the Cartographer, who sells you a map of the local area. But that map is only half finished. Some areas of interest are marked, but nothing
else. You don’t even know where YOU are located. The map can be filled in bit by bit by upgrading
at the cartographer’s shop. A quill that lets you update and add unexplored
areas when you take a rest on a bench. A charm that marks your current location. Colored markers to dot the map with yourself,
to mark whatever you’d like to remember. Special markers that tag NPCs, fast travel
locations, other benches, and more once you stumble on them. Even after purchasing all of the map upgrades,
you’re still going into a new area blind until you find the cartographer again. The map system limits are designed to encourage
players to explore, get lost, find something unexpected, and develop their own familiarity
with the land of Hollownest. The game means for you to get a little lost,
so it provides just enough waypoints, rewards, and navigational options to guide you in the
right direction if you get in over your head. They even spell out their philosophy when
the cartographer introduces himself: – ‘I’ve a fondness for exploring myself. Getting lost and finding your way again is
a pleasure like no other.’ It’s a cohesive design philosophy that the
game successfully carried out. Hollow Knight rarely tells you where to go,
but it always rewards you for venturing forth yourself. Bad Design Hyrule Warriors isn’t the most complicated
game in the world. Mash Y and sometimes X to clean these mooks
off the map like it’s a tile floor, and watch that KO counter go into the thousands. It’s soothing. Sometimes, while you’re mashing buttons, you’ll
get an objective to do. Take over a base, protect someone, find hidden
gold skulltulas. Then you’ll get another. Then another. Then 3 more. You’re expected to juggle a bunch of mandatory
and optional objectives at all times, which, fine, that’s part of the game. But it makes knowing the status of those objectives
pretty important. Unfortunately, Hyrule Warriors could use another
pass on its alert design. It isn’t the only musou game with this problem,
though it doesn’t make much of an effort to fix it either. Alerts pop off ALL THE TIME, but you can only
see a single alert on the screen. For slower segments of the game, it’s not
so bad, but in more intense sequences it’s easy to have a half dozen pop up at the same
time. Minimap icons flashing, audio chimes wailing,
everything needs your attention right now. If you’re just watching someone else play
the game it doesn’t look that bad. But, if you’re controlling the game, it’s
hard to focus on all the things the game wants you to focus on. You’ll be focused on one objective, then
something significant will happen somewhere else and you’ll get flooded with messages
you can’t address very well. Each alert is treated visually as roughly
equal in importance, but not all of them are. Since you can’t manage the flood of alerts,
you eventually tune them out, and that’s how you miss something important. Sometimes you’ll get a popup that you failed
an objective you weren’t even aware of – you missed the first alert. Oh yeah, and character dialogue shows up in
different popups, too. It’s unvoiced, and disappears after a few
seconds. If you were preoccupied with, you know, the
action part of the action game, you could’ve easily missed some contextual information
or flavor text. Now you can go back to the pause menu to read
some of the popups, but that completely takes you out of the game’s flow. The menu’s kind of a mess anyway. The information you want is spread out in
a bunch of locations, and their names can be misleading. What if you wanted to check on the current
status of your character? ‘Current Status’? Nope, that’s Win/Lose conditions…okay. How about finding the status of the other
units…maybe it’s in “Warrior info”? Nope! That’s just about your current character. What you wanted was in ‘Battlefield Info’. Sure. This menu could easily be more efficient by
combining some options. You can rearrange this main screen to fit
the win conditions and a mission list. Battlefield Info and Warrior info could be
combined and renamed to something like “Units” or “Warrior Status”. These aren’t big tweaks, but they help get
information to the player efficiently. That’s the #1 job of a good UI. Another revision of the alert design and information
hierarchy would have done Hyrule Warriors a lot of good. Good Design Warioware is about speed and adaptability. Not just for the players. The game’s UI has to be just as fast at
telling the player what’s about to happen. The game is a non-stop rapid fire onslaught
of teeny tiny microgames and trying to do something in about 5 to 10 seconds. Get through enough microgames and you’re
confronted with a more elaborate “boss” stage. The game has an interesting design challenge:
how can you teach someone what they’re supposed to do in the literal seconds they’re given
to complete the task? Every microgame has to be simple and intuitive
enough to teach players 4 things: who they are, where they are, what their goal is, and
how to achieve that goal, and they all have to do it in the blink of an eye. Here’s how the cycle works, with WarioWare
Smooth Moves as an example. From a ‘hub’ screen, you’re shown how
to hold the controller. It locks in a particular form of action that
you can do. Button pressing, shaking, or other movements
will start to crop up in the player’s mind based just on how they’re holding the controller. The game begins, and the game gives you a
very short command. That’s your goal. It’s displayed in the center of the screen,
in a bold, easy to read white text on a black outline, emphasizing the singular importance
of the goal. The command used is always very action-oriented,
and concise. From there, the game throws you into some
ridiculous looking scenario like picking a nose, helping grandma put on her dentures
or giving a disturbingly human looking Wario a clean shave. Compare these microgames to something like
Mario Party. Mario Party has plenty of minigames to learn
the controls for, but it has a separate instructions screen before each game starts. The Mario Party minigames are a little deeper,
with extra buttons and multiple roles for multiplayer, but they aren’t that much more
complicated than Warioware microgames. The instructions screen in Mario Party isn’t
really intrusive, but if you did the same thing in WarioWare you’d completely undercut
the frenetic nature of the game. You’d have nothing. Actually, you’d have Game & Wario, which
is adjacent to nothing. It’s a very tight set of criteria that each
WarioWare microgame needs to meet in order for the game to work. The fun of WarioWare is mostly in figuring
out what to do next. Given clear instructions and some brutal time
pressure, get it done. The game turns into an intricate version of
hot potato, part safecracking, part speedrun, and it’s all over before you know it. You’re back at the hub screen. It’s on to the next game, but just a little
faster this time. It’s a brilliant, consistent, and rhythmic
cycle that pushes the limits of how fast a game can be taught to the player. Bad Design It’s time to playyyyy… TOO! MANY! FONTS! The only game show where you win by having
too many fonts. We’re playing with 4 contestants today. First up: Tenchu Stealth Assassins. Let’s look at the loading screen. Oof. Yep, that’s too many fonts. 1,2,3,4 of them. And bonus points for a hideous typeface. Second up: Dissidia: Final Fantasy NT. Oof, that wavy baseline is pretty rough. There’s a few fonts here, but they’re
pretty understated. I dunno… OH. There we go. 1, 2, 3, 4, 5, 6, 7, 8, 9. Excellent. That’s a tough mark to beat. Third to go is Xenoblade Chronicles 2. Wow, that’s a lot of text. But… wait… how many fonts are there actually? 1? Sorry, you’ve got the spirit, but that’s
NOT ENOUGH FONTS. Better luck next time. And finally, House of the Dead. Aah. Oof. That’s a lot of bad contrasting fonts. OOF, even more. All of these screens are repulsive! MY GOD. YOU’VE DONE IT! THIS IS TOO! MANY! FONTS! Now you face Iron Chef Gungnir in the bonus
round. Too bad House of the Dead. Gungnir wins again, and is now the 90-day
champion. See you next time on: TOO! MANY! FONTS! This episode of Too Many Fonts has been brought
to you by our sponsor Squarespace. We’ve built a few websites over the years,
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of your first purchase of a website or domain. *chill vibes outro from A Hat In Time*


  • Kavinth Amirthanathar


  • Archeia

    Say what you will about Gungnir, it's still hella fun to play haha

  • Kallen

    can you also cover mobile games? epic seven for me in particular looks like a prime example of good design among the mobile games out there

  • Joose Kantola

    8:52 hollow knight music and exactly what you say there go together perfectly

  • Arsene Lupin

    you should make too many fonts into a mini series :v

  • Jose Ruiz

    One more thing about the hyrule warriors design, something I found happening to me is when an objective is about to fail but the game won’t notify me until the other notifications pop up first. In those moments, it can be really annoying when you suddenly fail just cause the game’s own warning came in too late

  • Mekarus

    I see people shit on Hyrule Warriors a lot, and to be fair, it earns it in many ways, but– "it's soothing" is such an accurate description of my experience with that game. Sometimes I want to turn my brain off and commit mass hobgoblin murder with a harp, ok?

  • Jinn P yro

    that's some slick transition to a sponsored message.

  • CircleNoob101

    Hollow Knight map system is like the one in Ori and the Blind Forest (my fav platformer ever).

  • Gage Moyer

    I'm currently taking a graduate level Human Factors Psychology class..a lot of what you discuss in this video was very helpful for my term project! Bravo! 🙂

  • Sam


  • Beefster09

    You forgot to mention the font size for Hyrule Warriors.

  • Dood

    Hollow knight is overrated. The game “rewards you” by actually giving you something to fucking do other than look at mossy stone and the same 3 enemies. It’s like every other platformer, but with no map, so it can last longer.

  • Richard Samuelson

    Xenoblade Chronicles 2 cuts down on character stats and equipment options; there's Accessories with clearly-stated effects, Core Chips that mostly affect only three stats, and Aux Cores with clearly-stated effects. Confusion and headaches are thus minimised.
    Additionally, there's only one area that becomes inaccessible after a certain point, that area's shops behave differently to all other shops (they never gain new inventory, tend to sell things other nations' stores offer, and never sell their Deeds), and there's only a handful of Quests that involve the place.
    Quests award Bonus EXP, entirely separate from battle EXP, which means becoming overlevelled is now mostly a conscious choice.
    Item collection points give out multiple items.

    Xenoblade Chronicles has a ton of character stats, and equipment can affect multiple stats, either increasing or decreasing them. Equipment is also often dropped by enemies. As a result, I found myself swamped with options and unable to tell which pieces were, in fact, 'better' than what I already had. Cue confusion and headache.
    Many areas have quests that become inaccessible or, if already accepted, auto-fail if the story's progressed enough, causing frustration if you're trying to do all of them. Furthermore, since Bonus EXP didn't exist yet, doing Quests often led to being overlevelled.
    Item orbs only give one item, making those item-collecting quests (and the Collectopedia) an utter pain.

    Xenoblade Chronicles 2 has no way to track which Heart-to-Hearts you've seen, and which ones you haven't.
    The 'gachapon' Rare Blade from Core Crystal thing is tedious and could have been streamlined more to reduce frustration.

  • Giovanni Rodriguez

    1 of the downvotes was GameXplain over Mario Maker

  • Soroneir

    WarioWare! Yes!!!

  • B. v. Alem

    NEXT UP ON "TOO MANY FONTS": JoJo's Bizarre Adventure: Eyes of Heaven

  • Winged Shade

    I'll be honest, I'm a little disappointed you didn't delve further into Hollow Knight's design. There are so many elements to talk about like:

    -The fact that the background/foreground of every area is actually many layers of art rendered in 3D, which gives the game a sense of depth in a 2D world

    -The way your character and NPCs are given distinct borders and are animated at a different framerate than the world around them, making them "pop" and grab your attention

    -How each zone has a distinct style and color palette, which gets seamlessly blended into one another as you travel between them.
    -The use of color lighting to accentuate the feel of each area.
    -The way orange is reserved exclusively for infection, enemy projectiles and danger.

    -The way that going down to 1 mask gives a distinct vignette to notify the player, which subtly fades away to avoid being annoying
    -The way your soul bar subtly flashes white when full, allowing the player to know it's full without having to look at it during a fight.

    …and probably other things I'm forgetting about too. The handling of exploration and maps is neat but definitely not the full scope of what the game offers in terms of graphic design.

  • Krzysztof Suswał

    The only flaw in Hollow Knight's graphic design, in my opinion, is colour palette on Absolute Radiance fight. Like, really, every single thing is either white or yellow, or something between, or both XD
    It's not too bad, but it can be unpleasant.

  • Krzysztof Suswał

    On my Steel Soul run (Hollow Knight's one life mode) I didn't use compass. It was quite nice, but Im not sure how much my knowledge helped me. It's not as if this map is too complicated, but playing without compass requires planning route (and walking it) a litlle bit more closely, so you don't get lost.

  • Tom Hassett

    Awww man when the hollowknight music played 🙂

  • S Bowler

    TL;DR: I gush about Hollow Knight’s level design for an appropriately long amount of time

    Exploration and puzzle solving in Hollow Knight is something that Team Cherry did so well that I’ve put tons of thought into it. Specifically, there’s one place in when you’ve just stepped off the elevator at the City of Tears ground floor without a map, and the game needs to introduce you to 2 important locations (the Nail Smith NPC and the statue where Hornet meets you) before you progress, but doing so while allowing the player to explore freely and without forcibly gating the way to the next major part of the city.

    From the elevator you can walk left and right, each direction leading you to one of these locations as well as very obvious dead ends. Backtracking to the previous area is not an option, since the city gate closed behind on the way in. When the player gets stuck and needs somewhere else to go, they are left looking for a less obvious way to move on, and with various subtle hints such as the grunting of an enemy guard a short distance above the ground floor, the presence of platforms just visible at the top of the screen while platforming, and multiple previous sections in the city that show the player that elevators don’t always stop at points of interest and that the player is often rewarded for hopping off early, you eventually get this great “Aha!” moment when you find a platform within leaping distance from the elevator that took you to this place, leading to the rest of the city from which shortcuts can eventually be opened to streamline future navigation of the entire city.

    I find it remarkable how consistent this pattern of exploration is; I had this experience with the game, as did the handful of people I’ve watched play the game. It’s an incredible feat of level design that firmly guides players into multiple significant locations without making them a mandatory key to move on. Ultimately, the thing that opens the way forward is the exploration of the existing area to the player’s satisfaction followed by their own perception and intuition. Tutorials and gates that require specific keys are good tools for a developer to use to streamline an experience, and Hollow Knight is no exception, but things like this elevator trick really opened my eyes to how seamlessly a masterful creator can replace these game elements with something equally effective, less intrusive, and more rewarding to the player. Team Cherry’s level design is some sort of freaky mad genius, and that’s just one aspect of this game that I can gush about for way too long.

    God I love this game

  • Epicvampire800

    You should put one of the good kingdom hearts games followed by one of the bad ones in one of these episodes. I would recommend comparing re:chain of memories to dream drop distance since they both radically change the traditional gameplay of the series and thus have to change the ui of their games to accommodate this. One of the games is able to maintain the style and feel of kingdom hearts successfully (re:chain of memories), while the other… I'd say they tried but i'm not so sure tbh.

  • A E Brennan

    There is a wonderful racing game called Split/Second which has a fantastic UI, even ten years later. It eliminates all unnecessary information from the UI. No MPH, no track map, no position stats. And all the UI info you do need is placed on your back bumper, where your eye naturally falls. And everything in the game happens quickly. There is no wasted time or space.

  • myth melee

    I legit freaked out when he said “this episode of too many fonts is sponsored by square space”
    That’s too good of a transition

  • Chili Cierny

    Good call opening the "too many fonts" segment with Undertale music, a game that features a few characters that personify terrible fonts.

  • MjrCinnaminBun

    Hyrule warrior is great design with all the other warriors games.

  • Kyoskue -

    I love Hyrule Warriors to death but holy hell is the UI an absolute dumpster fire.

  • Carlos Pitteri

    Ok I got low key mad when you counted the rank font on the Dissidia, that one is supposed to be different aaaaa

  • the monado man


  • kim jong un sucks booty

    I see that thumbnail, I click within .0000001 milliseconds

  • Toni Kensa

    Holy shit, I'd recognize that background music at the beginning from anywhere.

  • Felipe Camêlo

    for any The Office fans: 13:53 KEVIN MALONE IMPRESSION

  • Invenblocker

    I personally find Little Big Planet's creation system very intuitive, but even if we go by the idea that it's highly complicated (it's not), it's leagues better for high level creation than Mario Maker is because it just allows for drastically more options and also, look at the sorts of weird contraptions Mario Maker needs in order to do simple things and look at all of the design limitations such contraptions impose and LBP2's micro chip system is way easier to manage. Pair that with the fact that the system is inherently designed to let you play and create your level at the same time and playtesting is also a lot easier.

  • Blofen Games

    Sponsored by SQUARESPACE

    This is how many people have heard this

  • Satan Co. Customer Service

    "Actually, you'd have Game and Wario. Which is adjacent to nothing."
    That was pretty clever

  • Crying frank

    whats the game name on 17:17 ?

  • VVen0m

    Came here to see if Hollow Knight has fallen into the "bad" category, didn't get disapointed, and also subscribed! Now that's a win-win if you ask me

  • Stevepunk

    I got lost in Hollow Knight with no idea of where to go next. After revisiting the same dead ends 10 times each I gave up and followed a walkthrough for the rest of the game.

    Don't get me wrong; I love exploration in games, but revisiting the same dead end more than 3 times with no progression is not exploration; it's frustration.

  • Lauren Wong

    As soon as gungnir came up I physically had to look away from the screen

  • Sam Vente

    can you please do an episode on Divinity original sin 2? I love that game but OMG it has some of the worst inventory and quest management menus, I'd love to get your take on that.

  • Gagana & Evan's Strange Channel

    Great video! Have you explored bioshocks design?

  • DarkFyre

    I am a simple man.
    I see Hollow Knight, I click.

  • Omid R.G

    Please include Don't Starve in the next episode ! It is a masterpiece when it comes to visuals.

  • Mike Hunt

    Only OGs remember WarBot40

  • Happy Stickman

    Doesn’t the Discord logo look like Hollow Knight’s face?

  • Yuugiri Moguri

    My class in college of typography actually worked… I could count the Dissidia fonts before Design Doc did it… I hated the teacher but he actually teach me well

  • turtle hub

    or you can build turn based combats, and calculators

  • turtle hub

    btw zelda makes no sense, dungeons and bosses are annoying because they do not tell you what to do most of the time.
    I do not know what to do after finding they 2nd monkey in twilight princess neither does my friend

  • Severin Kolb

    What's the name of the game at 1:10 ?

  • TheCherryPi 3

    The hunters journal in hk also gave some motivationl to stay around complete it find new bugs explore fight screw around with few of them try out new strats or make you seek for upgrades delaying you before you go somewhere to early also if you shared an opinion with the hunter it would be satisfying and a relief that it was meant to be that way mostly. It was a small feature but a really Big one for the first play experiance (even in my 5th playtrough it was a fun and a good refreshing feature after forgetting a lot of the game).

  • Marek Šťastný

    Good Design: Vol. 1-5
    100% Content
    Bad Design: Vol. 6
    90% Content, 10% Ad

  • lol xd uwu

    i am loving the title card for bad design its just so "graphic design is my pasion" (yes i know i misspelled it but it fits my point)

  • Non-Descript Being

    How did Dissidia NT become such hot trash when the first entry and Duodecim did just fine overall..?

  • HipsterImage Studios

    was this a Nintendo commercial? Please 1991 level design has evolved and Nintendo has not gotten better, possibly even worse. Nintendo is pretty garbage for the last couple gens.

  • Nackles42

    Mind talking about Subnautica's graphic design? I really like it but I'd like to hear someone else's opinion on it

  • Jerome Ciarkowski

    Design Doc, me and my family have been watching Too Many Fonts every Saturday since my childhood. How can we become a part of the live studio audience? I'll even offer my firstborn.

  • Saron the Artsy Glaceon

    For bad game design I have two ideas for that
    Secret of Mana's menu
    and KH1's Gummi Ship building

    Those menus are like defusing a bomb

  • Augusto Raugust

    Too Many Fonts is recorded with a live audience

  • Jada Sanchez

    Pls do the Sims 4. I feel like it needs a proper critique.

  • go je

    geometry dash?

  • Orangepeel

    "You'd have nothing. Actually, you'd have Game & Wario.
    Which is adjacent to nothing."

  • Silver Bombshell

    What about Skullgirls design?

  • Nicolle

    Good design: [city of tears music fades in]
    me: yeah that's what i thought

  • Arcu

    glad to see the HK community pop up so much, nice to know I'm not the only one immediately clicking on anything with HK stuff on it lol

  • Andrew Hisey

    I recognize those city of tears vocals

  • Joan Todorov

    can you look at overwatch when you talk about good game design?

  • Gpe. _31

    So, what do you think about Mario and Luigi: bowsers inside story?

  • A duck

    If you use an A attack in Xeno 2, a second font appears.

  • Pitou

    im here coz Knight

  • What is F-Zero Anymore 2: Electric Boogaloo

    The worst part is that the "TOO MANY FONTS" logo is actually good design.

    It shows you exactly what the show's about and what the point is: Pointing out and mocking games with *Too Many Fonts*. Beautiful.

  • GalaxyyGames

    Hollow knight fans:
    see hollow knight
    sees bad design

  • Braden Cosier

    I’m a simple man, I see hollow knight, I click.

  • Marc González i Ricci

    Yeah, random wall-hiting aside, Hollow Knight is the way to go for exploration. It's a pity silksong is steping back by including a quest system.

  • Senko S.

    Honestly despite all the fonts Gungier looks very cohesive.

  • BioMatic2

    as a non-zelda fan, that mision queu noise alone drop my interest on hyrule warriors to near 0.
    that clip alone made me go "okey im already getting sick of it"

  • Jim Johnson

    Xenoblade Chronicles 2 hands down takes the crown for the worst designed good game that I've ever played.

  • Salty Pumpkin

    Graphic design is my passion

  • ShinyKyu

    T O O M A N Y F O N T S

  • Scott Piccoli


  • Burgerism 2000

    Hyrule warriors is a must play 2 player game to not get a brain tumor

  • Epizestro

    If I wasn't just told that hyrule warriors is an actual thing, I would have just assumed it's a dynasty warriors mod made by zelda fans. But, then again, you could say the same thing about every new dynasty warriors game.

  • BDUF

    Literally playing Xenoblade Chronicles 2 on my second monitor and when it showed up I was like "BOY IF YOU DON'T…"

  • Will Bryant

    Borderlands 3 has the worst map ive ever seen in a game.

  • Cynthia Thornton

    Ai design doc you forgot geometry dash my kid loves it

  • Frostare

    1:31 Huh? But don't they all are to different degrees?
    16:10 Yeah, but the instruction screen seems it's there for courtesy, when the minigame starts they give you a quick visual guide that lasts a second just before the "Start!" order is shout.
    17:13 You got me, I thought that was gonna be the name of the game for a second =)

  • PuppetMaster9

    Gungnir: "Hey House of the Dead, how many fonts are you on?"
    House of the Dead: "Like, maybe 5 or 6, my dude!"
    Gungnir: "You are like a little baby. Watch this…"
    𝕿𝖍𝖊 𝕭𝖆𝖙𝖙𝖑𝖊 𝕳𝖆𝖘 𝕭𝖊𝖌𝖚𝖓!! 𝘋𝘦𝘧𝘦𝘢𝘵 𝘵𝘩𝘦 𝘦𝘯𝘦𝘮𝘺! ꜰ ᴏ ʀ ᴠ ɪ ᴄ ᴛ ᴏ ʀ ʏ

  • speedm222

    Can you cover the Dirt series? Dirt 2 has a really good menu

  • Duran McLemore

    Sorry, I know you were talking, but I couldn't help but focus on the city of tears music in the background

  • Parker Nix

    Had to look up the sonic riders zero gravity menu song after that, had to bop

  • Lorine Necro

    if you want good map design and a excellent rpg, play etrian odyssey the millennium girl.

  • Raisined Raven

    yo maybe 4 the next u can do borderlands 3

  • Firmament1

    For your next video of this type, you should talk about DIshonoured 2. That game's UI is fucking gorgeous.

  • Portalfan12345

    With Hollow Knight I really felt like I was wasting a slot just to know where I was and I didn't like that.

  • Udderchaos

    the fact you haven't done breath of the wild is a crime, I would argue it has the best design out of any game. (It's my opinion not a fact get it right)

  • Curious Dolphin

    I am in full agreement with you on everything except Hollow Knight. Loved that game, but I ran into a lost wall. I knew where I needed to go, but had no idea how to get there. Went around to every angle, missing something and did other more advanced quests till it was the last one. Never beat that game, and not for lack of trying either. I was so far in too nothing short of watching a walk through and starting over to make sure I get what I need, but at that point I may as well just watch a play through.

  • Raegennao

    Once City of Tears came on, I just started crying. My God, Hollow Knight is beautiful.

  • alexa D

    I can totally see myself playing Too Many Fonts with EVERY game I see from now on.

  • lovethepandainyou

    The Yooka Laylee stuff would have pissed me so bad. Glad I found out about it here.

  • Eduardo Gallardo

    One of the problems in FPS games apart from field of view, its how to handle the weapon space that hide a wide part of the screen and in competitive scenaries this is notable and a problem of balance the inmersion that brings the weapon animation and the utility of a clean screen for improve aiming.


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