I’ve designed a few levels… in games such as Timesplitters
and Super Smash Bros Brawl and to say the least the results have always been
pretty comical… for five minutes…
Every time I design a stage in these sorts of games the
results have always been fun for a little while before becoming absolutely sick
of them and wanting to play the default stages chosen. I naturally end up
making symmetrical type stages because for some reason my brain wants me to
create a certain pattern within the stages I design.
My infamous ‘Sam Bored’ custom stage in Super Smash Bros Brawl
is a clear example of bad level design! It’s funny for the first 5 minutes, and
then all these problems occur such as ‘not being able to die easily’ and ‘people
hiding at the top of the stage on springs!’ Though it’s not very much to play
with and we’re limited, I never put any thought onto what would make the level
fun to play other than ‘put everything in symmetrically!’ So I guess I’m’
saying it’s not that simple to create a good stage without thinking it through.
Nowadays thinking back to those times I think to myself “why
were they so boring to play so quickly? Looking at the game stages that the game
developers created, there are many of them that aren’t very symmetrical unlike
my designs. When I think about it, it’s been the stages that don’t have a
symmetrical design that intrigues me the most and keeps my interest peaked. For
example in Super Smash Bros Melee, one of my favourite stages would be the Hyrule
Temple stage
Because of the way it’s designed, I find its essentially roughly
3 different areas to battle on. Whereas I can understand the need for balanced
stages for the use of tournaments and what not, I’ll be talking about level
designs for campaign driven gameplay rather than multiplayer focused stages.
With story driven campaign level designs, you want to keep
it challenging, engaging and different. The levels are pretty much your virtual
assault course; I’d personally find it dull if the assult course I had to run
was just a straight line of nets to trample through. I would want to hop on
wooden logs, scale walls, climb monkey bars and swing on ropes! All of these
keep me interested and engaged within the course itself.
Of course if it’s like
a challenged mode or something that isn’t considered the main story point of
the game then I wouldn’t really mind because it’s a side mode but I wouldn’t
personally play it for very long if it was that mundane.
Back in the times when the next stages of games were just a
difficulty boost, games usually only really needed one programmer and the
profession for a dedicated level designer wasn’t particularly required. Generally the player needs to be kept engaged and immersed
within the game world as well as in some way directed towards the goal. Just
like visual composition certain elements can be used to dictate the player mood
and feelings, perhaps even have the player’s actions affect the areas around them.
In a game called Left 4 Dead 2, I particularly found it interesting
on a stage called ‘Hard Rain’ where you would run through the first half of the
stage as you would in the other stages. However the gameplay started to change
half way through.
The first being that you have to traverse back the way you
entered from. Now you may think that’s a bit lazy, but the whole feel of the
stage has changed completely.
Firstly the whole area has darkened and the mood
changes completely and definitely look more sinister than the previous warm
sunset feel.
Secondly it’s heavily raining and the sounds effects further build
upon the atmosphere as well as thunder storms that create waves upon waves of
zombies running directly at you. The once ‘peaceful stroll’ through the stage
has become filled with hazards that impede your journey back such as floods.
Many of Left 4 Dead’s level designs are very good examples
(in my opinion) of great level designs. The backdrop of the story definitely leads
to many elements they can naturally include within the game and level designs.
I find that depending on the game types and genres, there are
different elements to how a level or stage should be designed. Such as a competitive
fighting game may end up shifting towards a more balanced stage for competitive
one on one games where as games like Super Smash Bros is designed to be a party
4 player battle royal so the level designs will naturally be more quirky and
interesting.
Levels that involve the gamer interacting with the stage
like Gears of War cover system have always added that depth and realism to the
game.
Mortal Kombat is another game that cleverly involves the stages for their
fatalities. Players have always had fun with being able to interact with the
stages like that and add that depth towards the gameplay rather than just solely
being a backdrop arena.
An upcoming game called ‘Injustice: Gods Among us” is a 1 on
1 fighting game that actually involves using parts of the background to their
advantage. This trailer shows off a few of those elements adding another depth to the gameplay.
For 1 on 1 competative fighters, it's rather unusual to be able to utilise parts of the stage mid battle so it will be interesting to see how it works out.
I guess where I’m getting at is that levels that look great
and suit the game genre, subtlety guides the player towards the main goal and
has interactivity in some form or another are the most interesting ones for me.
A gamer like myself however loves to run away from the
actual objective to explore and see what I can find, ignoring the hints of the
direction I ‘should’ be going. Halo 2 and 3 was a particular game that I
remember breaking many maps in and the developers have left Easter eggs and
secrets intentionally in broken parts of maps. I guess not every player wants
to play by the rules and have joy in breaking them, something which I'm sure the level designers are aware of!
No comments:
Post a Comment