Wednesday, 4 December 2013

Elements of game design, part seven: level design


Level design and environment design are two separate aspects when a game is in development, although are not necessarily held as completely separate elements, as generally the jobs are interchangeable with an individual in the industry. As I touched upon last year, environment design refers to the aesthetics of the assets which are places in the environment – an environment artist will model, texture and on occasion light an environment to create a visually appealing level. Level design refers to the assembly of said environments. In general, a level designer will design gameplay elements, as well as create scripted events and test gameplay – basically, the interaction with the environment artist’s creations. Their job is to create a level, environment or world in which a player can interact with and not get bored – and depending on the game type, avoid replication the mundane tasks of an individual’s everyday life. Then again this is really just a suggestion, as if people can find a game based around mopping and cleaning interesting as long as its blood, guts and in space then who knows.
Viscera Cleanup Detail - The space-station janitor simulator
Generally, what can be classed as good level design can be categorized into fundamental “rules” as it were. Starting with the navigation through a level – this being one of the core interactions a player has with the environment they have been presented. Crap layout can hide visual cues as to where a player has to go – in most cases this comes in the form of a light source, corridors,  colour coded areas such as in mirrors edge, blocked off “you can only go this way” sections, or the way in which the scary monster just went. Good navigation creates a good flow within a games level, with consistent themes throughout a game allowing a more instinctual interaction from a player.
Another suggested “rule” of game level design is the use of environment to tell the story, relying on just the right amount of visual cues to allow the player to immerse themselves and uncover the story for themselves without it being shoved down their throat. Narrative aspects of a level can be done in three ways, explicit – referring to text or speech, implicit – referring to the environmental cues, such as in Bioshock or Fallout 3’s use of notes, and emergent – this being narrated by the player as they travel through the level.
One of the more optional aspects of good level design is the players’ interaction with quests/objectives, and how they are to be fulfilled. In the Elder scrolls series it is a general running design that the character gets to choose their morality, and how certain quests can be ended – this affecting the environment around them in multiple ways. This leads into gameplay – quests and locations of interest should be distinct in their marking, with the option of how a location is interacted with being determined by the player. Doing so allows a game to steer away from repetition, giving some more variety in doing tasks and interaction where the player feels as though they are writing their own story.
The difficulty of a game is a sign of good level design – although maybe not one of the most important ones. I personally know I appreciate it when a game allows myself to select what difficulty I want to approach a game in, allowing me to get the enjoyment I want without unnecessary rage quitting – AKA: Dante’s Inferno. Adjusting the levels of enemies, difficulty of environments and the levelling curve via the adjustment of the difficulty can create a more rewarding experience with a personal feel.
Level design, in reality, wants to create an easy-to-play but not in your face, personalised, interesting and all round awesome experience for a player, showing off the visual environmental designs to their fullest whilst creating flowing, logical interaction with them which both strays from everyday life, but maintains balance in the real world with its understantability and interaction with an individual’s awareness and intuition. They should create emotive responses which fuel gameplay, with levels which highlight specific mechanics within a game.

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