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Level Design Continuity. | Locked | |
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Mar 1 2009 Anchor | ||
I thought this article on level design (also mentioned on Rock Paper Scissors) was interesting enough to bring up for discussion here. He makes some very interesting points that I think all level designers should be conscience of when they make their levels. |
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Mar 1 2009 Anchor | ||
He makes some very good points. However, levels that hold your hand to get from point A to point B (linear) tend to get boring. I like games where there are multiple ways. |
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Mar 1 2009 Anchor | |
Yeah, linear design. Okay for this but linear is very boring ( pulled on a string I call this ). Free design requires sometimes similar things but in general it works only on linear. |
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Mar 1 2009 Anchor | ||
I think you could use all of these concepts and apply them to an open level structure. You're bound to have parts of your level that are linear and having these thoughts in mind while you design it will make the level easier to navigate. Imo, Linear doesn't always mean that the level will be boring. It's how you design the level that makes it fun or not. Even open ended levels like the Minerva island use some of these suggestion to help the player find their way. --
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Mar 2 2009 Anchor | |
Minerva was very linear - the fact you believe otherwise is tribute to how well made it is -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Mar 2 2009 Anchor | |
There are some interesting points raised in the article, but I hate the idea of giving it such a pretentious label when common sense and logic are already pretty much implied by the word 'design'. I'll be thinking about those vertical and horizontal lines next time I open Hammer up. -- The secret to creativity is knowing how to hide your sources. |
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Mar 2 2009 Anchor | |
It's only logical and sensible if you've had a lot of experience - for people at the beginner->intermediate level, that kind of clear and useful advice is fantastic stuff. If people want to put quality advice like that on the net for free they can give it whatever pretentious name they like -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Mar 3 2009 Anchor | ||
I'm glad the article has given people some things to think about. I really wasn't sure what the reception would be like as I know quite a few designers who think that this kind of stuff is a load of guff and you can only "Feel" good level design not plan it or analyse it objectively.
The thing about common sense is that it's surprisingly uncommon and people only tend to identify it once they've had to pointed out to them. After all it's common sense that you don't lend money to people who can never afford to repay it but that's exactly how we managed to get into a worldwide recession. I would actually say that the majority of Level Designers working professionally right now are not aware of the effects of composition or movement on how the player is experiencing their levels. They may be unconciously aware of it and this can get you quite far but once you know about these aspects of Level Design you start to look at the entire process differently. I certainly know that happened when I learnt about Continuity Editing in Cinema. It completely ruined films for me as I couldn't help but analyse the shots the Director was using... |
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