However, Pellen cautioned that it wasn't too planned. The pair point out that while they initially conceived of the game (born from a game jam) as being short and replayable, with a map structure that was somewhat randomly generated, they wound up shying away ("it was a headache") in favor of a more deliberate, planned map. "Do you let a genre dictate decisions in your own game? Do you make a conscious decision that you're making something that is a Metroidvania, and build off the conventions of that? I don't think we ever did anything like that," Gibson said. "We just said we're going to make an adventure in this big world, and let's build an interesting world with lots of things to discover and see, and hopefully keep people engaged throughout." Hollow Knight appears much akin to the sort of game you might call "Metroidvania", but the pair tell PCG that they tried to stop themselves from letting that perception influence the way they mapped out the game. Hollow Knight developers Ari Gibson and William Pellen recently talked through that process with PCGamer, and the result is a really interesting article if you're at all curious about maps. How do you map out your game in a way that feels authentic to players, but still offers them an intriguing mix of challenges and surprises?
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