Tuesday, 15 April 2014

History and background of level design.

1. Imagine that you are a level designer working in the 1980's. Knowing the limitations associated with this era, what type of game would you develop?
With the limitations in place of the 1980's the games created must have quite strenuous limits; with this in mind creating a game must in itself be limited, following the trend of other successful games such as Pac man, Centipede, Tetris etc. Being 2D games that involve a repetitive but addicting task such as collecting points or arranging blocks, with this in mind creating a game to be successful a game that I think would work would be a game were you begin in the center of the screen and then you must move left to the edge of the screen dodging enemies and traps to collect a specific item that was stolen from you and then move all the way to the right side of the screen to return the item you retrieved from the far left dodging more enemies and traps on the way.
2. Play three games—one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.
The level and environment creation in Centipede is a simple yet elegant one, the level is a black screen filled with mushrooms at points around the screen with a centipede moving down the screen going from side to side. The player was situated at the bottom of the screen and fired up towards the enemies. Metal slug 2 has a very different level design that of a sidescroller/platform style game it has a war setting to the game with platforms and guns firing against enemies in a fast paced game either single or co-op player. Age of Mythology Age of Mythology is again very different not only because of the limitations that were in place but because of the demand for such games. After the success of the Age of Empire game series Age of Mythology was created in 2002 with similar play style but a different story and game play systems. The level design in this game was much more refined that the other two games as it was created later in the timeline of video games, not only was it a 3D game but the levels were quite intricately designed on a large scale along with mountains, islands, forest and much more giving a greater game play experience.
3. How does a game’s genre affect the way its levels and environments are designed? Choose one level from three different games—each from a distinct primary genre—and compare how these levels are designed with regard to setting, goals, puzzles, and risk–reward system.
Titanfall is a very new very well-known first person shooter the level design in the game ranges from open ground with building pockmarked around to a heavily built up and developed urban area.
Being a sandbox game the level itself in GTAV is more of a world containing the whole city of Los Santos which in of itself is a revised Los Angeles
Smite is a moba game similar to others in the genre but vastly different to games from other genres. The level design is inherently different to that of a sandbox and a first person shooter game.

In Titanfall the way to traverse the map is to run, jump and kill your way to victory, while killing may be a pivotal part of the way Los Santos was created it is in a much different way to Titanfall. Smite is a very one task game you choose a god as your character and must make you way up your opponents lane destroying their defences as you go so that you can kill the titan winning you the game. Although the word titan is used the games are contrasting in level design with large beautifully rendered and created urban environments to play with in Titanfall, this fits with the setting of the far future on distant planets so that the design and creations of such levels are completely within style and setting. In Grand Theft Auto V you play as one of 3 characters at any time Michael, Franklin and Trevor and while Trevor may be bat crap crazy he does fit into the world that has been created for the game. Los Santos is a very distant place to the far flung planets of Titanfall with buildings one could expect to see in today’s world with a visit to Los Angeles. The goals of these games differ greatly at most if not all points with Smite it is a very one minded game the level puts you in a mirrored map and you must get to the other opponents objective and kill them keeping in mind to keep yourself alive in the process, you play as gods of myths and legends such as Zeus, Odin and Anubis using skills and abilities to best your opponents. The goal of GTA is for the most part to commit crimes of various natures and the seedy underbelly of the town Los Santos is the perfect place to do that, kill, steal and drive your way to victory beating the cops at every turn. The risk and rewards from genres so far apart can hardly even be compared, I mean how can you pit a Greek gods goals and desires to that of a mech pilot or even a criminal, but that means that we get varying play styles and experiences out of these games with some offering the temptation of the one last kill that headshot or the melee attack over a swift shotgun strike, but through it all the risks keep us all coming back for the rewards those piles of money the new mech the shiny new gun or even a shot at league matches.