Saturday, 30 November 2013

Task 16: Elements of game design, part seven: level design


In early days of video games, a single programmer would create the maps and layouts for a game, and a discipline or profession dedicated solely to level design did not exist. Early games often featured a level system of ascending difficulty as opposed to progression of story-line.
The first game genre that required significant amounts of time to design areas were text-based games, 1983's Lode Runner was one of the first titles to ship with a level editor, and its designer, Douglas Smith, reputedly paid neighbourhood children to design levels for the game.


Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modelling, and the placing of game specific entities.

But not only this, there are other factors like: What technology will be used for this project?, What kind of project will we be building with this technology? These are factors that need to be answered along side budgets and time scales. Taking a master deathmatch level designer and asking him to create sprawling landscapes for an Everquest style Massively Multiplayer Role-Playing Game would be a big mistake. Even if the designer were able to adapt and create great content then the time and overhead taken to train him in the new design and direction would not be worth the effort.

When designing a level, much like designing a concept, there must be an iterative process, the very first idea nine times out of ten will not be the best, changes must be made in the same way as altering clothing style, colour variances with level design, whiteboxing, concepting and overall ‘Gameflow’, the mystical "life force" that makes a good game fun and it is very much a reward-response system that challenges the gamer and then provides a "treat" for completing tasks.


Multiplayer gameflow varies quite a bit from Single Player gameflow; it is more about rationing risk and reward in a social environment. A Level Designer who is building for a Multiplayer-oriented title is much like a playground architect. He’s building the space where real people will be driving the game and experiencing the action firsthand, the gamers themselves largely dictate the gameflow. Designers also use placed elements like AI or using the story to prod the gamer along for similar results.



Another process in level design is to create a sense of freedom, to Let the player think he has a choice in where to go and what to do but gently guide him to his destination. However in reality it is controlled freedom and in level design this topic surrounded by much debate, if a player gets the freedom to go anywhere and do anything then they will rapidly get lost and frustrated. By utilizing the level design and creating a more linear experience it will give the illusion that there are multiple paths to choose which the player will then get the best of both worlds, the seemingly open world freedom he desires, however still feel like he made the decisions to get there.

One final part I want to mention on the topic would be sound.
Designers must work closely with sound technicians to assure a compelling and exciting audio experience. No matter how good the talent is, the monster that is in the gamer’s head is always scarier than what is seen onscreen. The sound for scenes can ultimately immerse the player within the generated world, great designers use this like a drug, using short sequences that match the moment, horror, war, peaceful etc. to really emphasize the scene and create a want to continue for the next ‘hit’.

All in all, level design is most certainly an iterative process of planning, construction and testing repeated over and over through each iteration until the end result is satisfactory.

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