Ok since ppl still donβt seem to get it and keep badgering me about this, hereβs some more info about basic character design 101
The first majorΒ step is fleshing out your characters shapesΒ / formsΒ so that you can avoidΒ complications in step two
It doesnβt matter if you use heights to tell two characters apart; if theyβre the same body type/shape, itβs still going to cause issues at a distance which is why height comes afterΒ the first step
once you have good distinguishable forms/shapes, thenΒ you get to play with heights and clothing, thenΒ coloring
because it wonβt matter if two characterβs have the same color palette. Youβve put a distinct difference between them via basic shapes. Itβs why in games like TF2 are successful, you can easily tell the difference between their cast from a distance which lessons confusion, despite them having similar color pallets (red and blue).
Note how most of the classes are roughly around the same heightΒ and share a very similar red/brownΒ palette, however, they are still very easy to visually pick apart and tell whoβs who.
Though, you could argue that this is because TF2 has a very cartoonyΒ style and therefore has more freedom with playing with shapes vs Overwatchβs slightly more realistic approach, but hereβs an example from a few games that have realistic styles:
Left 4 Dead 1 and 2β²s characters are memorable becauseΒ their silhouettes (and personalities lets not lie to ourselves) are recognizable from a single glanceΒ (which is incrediblyΒ necessary for a game like l4d, especially the monster designs since many need to be immediately recognizable from a distance so players know how to approach the upcoming problem)
^Bill and Joel from The Last Of Us, despite a βsimilarβ frame, Bill is chunkier and has more rounded shapes than Joelβs standard male frame.
Dishonored 2 (note the shapesΒ between the first 2 men and the 3rd man here. The 1st two men have a similar build, but the first male has more triangular shapes vs the softer flow of #2, and male #3 has a more blocky approach to his design)
So now with all this we can compare it to Blizzardβs Overwatch (and Iβll explain male and female this time with 2 men who have little clothing accessories and 2 who do)
note the heavy reliance on clothingΒ rather than body shapes to tell their cast apart. You can pick Hanzo and Reaper easier since thereβs a cloak and sharp shoulders vs Hanzoβs oddly board-shaped body with wide pants
However when you look at Genji and Soldier 76, they heavily lack those shapes which could make it very difficult to tell them apart from a distance. They also share a similar broad-shoulderΒ shape with only a slight difference in waist. Itβs tinyΒ details that would be fineΒ albeit lazy if the game wasnβt fast paced like it is.
Now, the female department is muchΒ worse and will blatantly put visually what Iβm talking about:
Again, I took 2 heroes that didnβt rely heavily on a costume vs 2 heroes that did
Widowmaker and Dva have almost the exactΒ same frame. Their only differences is height and hair, which do notΒ help from a distance
Mercy and Pharah, the two veryΒ costume reliant heroes, have almost the exactΒ same frame AGAIN. THEIRΒ differences, however, is height, and clothing/wings.
Iβll throw in Genji and S76 too to show theirΒ lack of diversity. The only difference is S76β²s side bags vs Genjiβs lil pointy head things.Β
Basically, this copy paste behavior from Blizzard is veryΒ frustrating. Weβve seen their concept art and the refreshingΒ variety they could have introduced to their game, but itβs obvious they want whatever is quick, fast, and makes them money sooner.
ThatβsΒ why thereβs frustration towards these new human heroes. The females are allΒ from the same base model with little exploration, and some of the male heroes are no better. If youβre going to make a FPS, you defoΒ need distinguishable characters so your players arenβt strugglingΒ wondering whether that skinny female in the distance is a dangerousΒ sniperΒ or a vulnerable tank.
Iβm gonna end this with a quote from Skullgirlβs lead designer:
β I like characters that can sell their theme or design in a very simple, fundamental manner. Details are neat, but more of a bonus: if the color of a characterβs hair or placement of their bangs is the only way you can tell one character apart from another, something went wrongβ¦.Β A good test of a character design is if you can sell the design at a very simple doodle level: Taokaka can be drawn as a doodle and still read as Taokaka because her silhouette is so distinct. Β β (http://skullgirls.com/2011/05/character-design-big-shapes-vs-small-details/)
some ref links if you want to learn more:
Rick Lacy: Character Design Class: Lesson: Silhouette
How Can a Characterβs Personality be Conveyed Visually
Silhouette Design Game Environments
Character and Creature Design Notes