Before I start I should probably explain my background better as to provide some additional context to where I’m coming from.
Before getting into game dev I use to be (and still sometimes dabble in) a game modder/level designer from some of the games from the 90’s (Doom/Quake/Half-life). Even as late as recently I’ve been making some maps for those games, and the communities while niche are still active to this today. However, there is one highly prevailing attitude I’ve encountered in these communities regarding level design over and over that I’ve never been able to agree with:
The role of asymmetry in level design
Short version: Most of the Doom/Duke/Quake modders believe symmetrical design is inherently bad design, and that such levels are crap. And I massively disagree.
Long version: But what do they mean when they say asymmetry is bad?
Basically, they don’t believe any area or room can be interesting if the basic layout looks anything like this:
And instead believe that rooms/areas should almost always be asymmetrical and arbitrary shapes along the lines of this:
Their logic goes that symmetrical designs are lazy and boring, and that without asymmetry it is not possible to have interesting visuals. So prevailing is this view, that many levels/mods are dismissed as crap simply by the merit of having many symmetrical areas at all.
I’m not sure how widespread this view is outside of these niche communities, but personally I see this as snobbery that isn’t supported by evidence.
In defense of symmetrical design
For starters, lets address the first major problem I have with this idea that “Symmetry = Bad design”.
How many modern games even use highly asymmetrical room shapes anymore? Is it really that common for modern designers to have tons of walls at completely arbitrary angles? I won’t say this never happens, but the days of Doom style mazes where room shapes/angles are random/arbitrary are largely gone. It seems odd that this would be so if highly asymmetrical designs are objectively superior.
Secondly, I find that arbitrary room shapes just look crude and ugly for the most part. Like a noob just opened up the level editor and drew some random shapes. I don’t find it visually pleasing at all.
Thirdly, while random room shapes may work fine in a low-detail game like Doom, having lots of walls at awkward angles can quickly become a pain if you intend to add advanced geometry detail into your level. Complex level geo is not fun or easy to make if nothing about the room is symmetrical.
Fourthly, the fact that rooms have similar layouts/shapes doesn’t mean that they will also end up looking the same after being detailed/textured. So it isn’t really true that you can’t have interesting visuals in an area just become their shape/layout uses symmetrical shapes.
/end of rant.
What is your stance on this matter?