Question 1
Imagine that you are a level
designer working in the 1980s. Knowing the limitations associated
with this era, what type of game would you develop.
If I were to be a level designer from
the 1980s, I would develop a game for the Nintendo Entertainment
System or NES, it would be a 2d game with Plat-forming and side
scrolling mechanics where the player's goal is to navigate all the
way to the right of the screen, overcoming any obstetrical in their
way. The Levels them self would be accessed from larger “Over
Worlds” where if the player Beats all the levels in a single
Over-World they would unlock new Over-Worlds to play in.
A single Over-World would consist of
say 5-10 smaller levels of varying difficulty and size once the
player completes all levels in an Over-World a boss level will be
unlocked, that will need to be defeated before new Over-Worlds are
unlocked.
Every over-World would have a “Theme”
e.g volcano, ice, woodland and Ruins that would affect the way in
which the levels are designed. With slippery floors for an ice level,
Lava Rivers for a volcano level and Spike traps for ruins. The bosses
themselves would also be themed to their level.
The risk would come in the form of the
limited lives Possessed by the player with him/her risking them to
get to the end of the level or to get to secret areas knowing and the
reward being the end of a level or the secret they are trying to get.
And if they fail to keep the lives counter above zero then they will
be forced to start an Over-World again.
The final Over-World will be like all
others but each level would have a boss to it instead of just at the
end of the Over-World making this final Over-World harder than the
others, giving the player bragging rights upon completing it.
Question 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 games I choose to play where
Missile Command, XCOM UFO Defense and Half-life 2.Each of these games
have a completely different level design and therefore very different
play styles.
Missile Command from the 1980s is an
arcade game where the player is given a certain amount of cities to
defend from hostile missiles, using their own missiles that are fired
from three different bases located near the cities at the bottom of
the screen. The levels only differ in colour and difficulty, cities
that are destroyed remain destroyed until you get a bonus city
XCOM UFO Defense or UFO Enemy Unknown,
Released in 1994 is a Strategy game where the player is given control
of an elite organization that’s purpose is to fight off an alien
invasion. There are two types of levels one being GEOSCAPE and the
other being BATTLESCAPE. In GEOSCAPE the player is presented with a
Pseudo 3d model of the world in which they manage bases, intercept
UFOs and attack alien basses. BATTLESCAPE is where Combat takes place
each environment is randomly generated depending on where the battle
is taking place on the planet. Compared to half-life 2 and
Missile-command the levels are more open and you have many more
options to complete the game.
Half-Life 2
second game in the half-life series is a linear first person shooter
with some puzzle and plat forming elements, though more open world
then Missile command it is nowhere near as open as XCOM. The levels
although linear have some secret areas which the player can access
with some risk to acquire health, ammo and other items to help them.
It is important to note that though linear the levels are designed to
make the player feel that they have some control over their path.
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.
For
this task I decided to pick the following games left 4 dead,
sleeping dogs,
Supreme
Commander: Forged alliance
Left
4 dead is a cooperative FPS meaning that the player must team up
with 3 other Players or bots to make it to the end of a level. The
game is set in a zombie apocalypse with the players fighting through
hordes of zombies to reach safety at the end of a level. The level I
choose to pick was the very first one named No mercy which has the
four players starting on a rooftop, their goal to make it to Mercy
Hospital to escape from the zombie hoard by helicopter. Compared to
the other games I choose the levels are incredibly linear , they
funnel the player from start to end goal with lots of zombie massacre
in-between.
Sleeping
dogs is a sandbox game set in China with the player taking the role
of an under cover cop infiltrating a Chinese triad. The game itself
does not really have levels instead It has one massive level taking the
form of Hong-Kong island with numerous main quest lines and side
quest the player can choose from. In contrast to left 4 dead the
player can choose their objectives, if they do not want to play the
story line they can choose from numerous diversions and generally
just stuff around.
Supreme
commander: Forged alliance is a RTS (Real Time Strategy) game set in
the far future with the player taking command of an ACU or Armored command unit which constructs buildings and can be used to fight
enemy units. The levels themselves are large maps in which the player
is given multiple objectives to carry out in which ever manner they
see fit, while not Completely open like Sleeping dogs it is not
entirely linear like Left 4 dead, as the player is given numerous
tools to complete a level but the end result is mostly the same. A
good example is in the first level in which the player is tasked
first to defend a base from enemy attack, then themselves strike back
at the enemy, with a wide range of ways to do so such as an air
assault, ground assault or using powerful naval units.
Some
risk and reward comes in the form of secondary objectives in which
the player can choose to complete which gives them extra resources to
complete their primary objectives, but if they take to much time or
spend to much resources it could leave them open to attack from the
enemy.
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