Thank all for your replies. That will give me matter to think about over the week-end ^_^
If I pick the case of
indoor, RPG environment (thanks for mentioning chrono trigger), I can observe that if the scene on the playable ground is e.g. at Lv 1. and that it's seen from an observator at Lv. 3, then detail at Lv. 2 is black'd out as soon as the light is on Lv. 1 ceiling. That fits the "sunken desert" of Chrono Trigger. From the maps of that game I've dug so far, it looks like the artists used black area to circle the playable area, but that they avoid to use it when there's some blocking element in the middle of the area (maybe avoiding large non-playable element in the middle of the playable area would be a mistake in terms of level design
)
At
other places in the game, we see relatively large, dark, monotonic areas where only irregularities large enough to catch the rare light stands out. Imho, that's well done -- the kind of things I think Ubisoft did with the first Rayman platformer, and indeed, they used it to help tiling of complex objects without sacrificing to the physics of outdoor lightning.
I'm more used to the Zelda series, where non-playable area was light, with low details, but usually not dark unless one wants to suggest a confined place. (as the 6x6 room). That suits labyrinths quite well, imho. I've seen platformers using black "frame" around a small bonus place, and that's fine to me.
I mean for outdoor platformer tiles, which I feel this topic is about.
Yes, essentially, side-view was more my topic. Either outdoor or indoor, with the question "when should we avoid to do it, even though it's clear we don't want repetitive stuff, nor do we want to distract the player's attention too much from the important gameplay element.
Let me try another example, a mock-up of a labyrinth in the Shantae game:
- vs -
Imho "fade to black" is used appropriately at the ceiling of the room, but it doesn't fit with the "higher ground" element on the bottom-left of the picture. Afaik, there's no such thing in the delivered game, where simple and dark bricks are used at the border. Personally, I think this is the perfect situation where a dark
silhouetto can be used, in the foreground, that is zoomed enough to be perceived as out of reach of the scene's lightning (just like the head of someone just in front of you at the cinema will appear as a dark silouhetto while watching the movie). That trick is used a lot in DoTT, and imho, it could fit platformers as well.