Sunday, 3 March 2013

Elements of Game Design Part 4


Elements of Game Design Part 4

How do level designers construct and decorate the environment to assist navigation through the level?
Level designers construct and decorate in certain manors to cater to the objectives of the point in the game, however different types and genres of game have very different approaches as a result. In the Bethesda game Skyrim the main additions to assist in navigation are focal points, these serve three main purposes:
 1, being a functional purpose, helping the player orient themselves in the environment, they will always know their position in relation to various ones.
2, is purely visual, an aesthetic function and creating visual appeal to the area.
3, Creates a point of interest in that area, drawing on the curiosity of the player to investigate and explore. In single player maps you may define multiple focal points using architectural structures, landscape elements that help the player to travel from one focal point to another.


In multiplayer maps, you can have one or two focal points. These help to orient the player in the environment as they spawn. Players will always know where they are in the environment no matter what happens so they are not disoriented. 


Where as games more like Blizzard’s Diablo III uses limitations in the playable map to steer the players in the correct direction. Games like this are unlike Skyrim in environment design because of the lack of choice, the story is linear and there are no deviations, but Skyrim is much more of an open world sandbox where a player is able to write his own story in one sense, make his or her judgements as they go along.

How does the environment influence the atmosphere of the
game?
Once again I can come back to Skyrim and Diablo for this one.
The different environments in Skyrim and Diablo III completely after the mood and atmosphere of the game, for example: the Mountain ranges surrounding Riverwood near the start of the game provide and calm, peaceful and tranquil atmosphere, almost like a leisure holiday within a game.


However other areas like the Nordic ruins evoke much more sinister, evil atmospheres, the dim lighting combined with an almost monochrome colour palette really emphasises these effects.


















Is there a balance to be struck between realism and stylisation that supports or hinders the player’s belief in the game world?
In my opinion it depends entirely on the game, some games like call of duty thrive on the realism they create for their experience, where as other games like Team Fortress with it’s cartoonist and styled approach really work well as is.
It depends on the nature of the game really if the story is based around real world events or dates a more realistic approach to the level designs will ultimately be more successful in the current game market.
In the realms of fantasy and science fiction however the realism gives way to creativity and imagination, but having said this the game world still need to include similarities to reality to sell the ideas, you can make an obscure fantasy world with all it’s individual elements, but one will know what they are because they can not relate them to a real world item, for example in Halo the alien spaceships and weaponry certainly look different to human ones, however you can still tell clearly that that is a gun and that is a spaceship because they are based off real world items that players can identify.


Illustrate an example of an
environment you particularly like – who designed it, what real life equivalents does it pay homage to, does it reference existing film or literature genres?
Once of my favourite examples of a beautiful environment in a game has to been The Frontier in Assassins Creed 3.
The lead artist on this project responsible for designing the Frontier Environment. Research, style guides, tech development and pre-production was Marc-Oliver Bouchard.





As you can see the work produced is incredible, I myself has a great interest in the beauty of untouched wilderness, there's just something about it that is so enticing. Another reason why this has to be one of my favourites is that realism and similarity to real world counterparts and so the ability in game to climb and explore areas that I might never get a chance to discover in my life.


Personal recollection.  

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