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Re: once there was level design. then terrain killed it
[Re: Joozey]
#224608
08/31/08 09:50
08/31/08 09:50
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Joined: Sep 2007
Posts: 158 Guangzhou China
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Take Uru as an example. Nobody was happy with this 3d non-photorealistic puzzlegame variant of Myst, but it was still beautiful. They made a whole MMORPG out of it with various ages, lands and since it's only about exploring and finding new stunning areas, the focus was on the level design.
I always thought that the old Runescape(not the new hd version),had rubbish graphix, but it is stil very popular!
"I don't know what the facts are but somebody's certainly going to sit down with him and find out what he knows that they may not know, and make sure he knows what they know that he may not know." ————Donald Rumfeld
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Re: once there was level design. then terrain killed it
[Re: testDummy]
#224873
09/01/08 18:42
09/01/08 18:42
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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Take Uru as an example. Nobody was happy with this 3d non-photorealistic puzzlegame variant of Myst, but it was still beautiful. They made a whole MMORPG out of it with various ages, lands and since it's only about exploring and finding new stunning areas, the focus was on the level design. I always thought that the old Runescape(not the new hd version),had rubbish graphix, but it is stil very popular! Runescape?! What are you talking about :P. www.mystonline.com
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Re: once there was level design. then terrain killed it
[Re: Joozey]
#225264
09/03/08 18:14
09/03/08 18:14
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
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RuneScape, a game I started playing when there was only one server/world.
Well I personally have to say that level design has "terrains" in the definition. Good terrain design allows good level design to be used.
"Yesterday was once today's tomorrow."
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Re: once there was level design. then terrain killed it
[Re: Inestical]
#225269
09/03/08 19:11
09/03/08 19:11
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Joined: Jun 2005
Posts: 4,875
broozar
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so, what is good level design?
1. short walks. let the player have action, adventure, or whatever because he is playing a _game_, not a landscape simulator. 2. few repetiton, it's no good sign if you have already seen that corridor once. and there's another one that looks exactly the same. bah. 3. revisit places from different angles/in different states. e.g., you crawl under a room in a vent shaft, see a lot of guards, then enter the room and know where they are. 4. connected rooms. you see a door that's closed, have to make a detour, and can open the door from the other side, so the level is "connected" and not just a long corridor with some rooms or a plane with buildings. 5. multiple levels (height). don't forget that you are in a 3 dimensional space. i dont only want to go left and right, but also jump, use elevators, ladders, crawlspaces, sewers etc. 6. nice, yet unseen architecture. 7. central map objects like a reactor core, a prison, a bridge, or whatever.
terrains certainly fail in 1, 3, 4, 5.
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Re: once there was level design. then terrain killed it
[Re: Slin]
#225509
09/04/08 21:20
09/04/08 21:20
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
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Games which do have some great leveldesign but no real terrains are in my opinion "beyond good and evil" and "half life 2". Both do have outdoorlevels which aren´t blocky, but they aren´t very complex and not very big. But I think that those games do show that it could be possible to have great level design even with terrain. I think terrains, as in the vast modern plains with some hills here and there is vastly overrated content anyways. At least in most games. Did I enjoy running through some hills, seeing a lot of the same trees nearly all the time in Oblivion? Well.. it had it's charms as there was sóme design to it, but I think the level design could have been a lot better still. I definitely prefer real hardcore 'level-designed' games like Tombraider, God of War, Max Payne and so on. Do games really have to have huge terrains now, just because hardware can handle it now? I don't know.. it can be. but that's reality: do a job in stalker/oblivion/gothic3 in level/town xyz and run all the way back to your boss, which can take 10 minutes and even more, depending on the game.
get a job in quake4 (shutdown terminal/gun/xyz), and a door opens where you can see your squad and regroup, so there is no traveling back over hill and dale. Excellent point. When it comes to scenery it can be nice to look at, but when it comes to gameplay... there's so much pointless travel in some games nowadays. In fact, nowadays developers think of 'clever' ways to make this more bearable, like adding horses or teleports.. But the sheer irony of that is of course that the vast size of the terrains then suddenly becomes even less important to the game. Cheers
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Re: once there was level design. then terrain killed it
[Re: Joozey]
#226050
09/07/08 16:26
09/07/08 16:26
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Potsdam, Brandenburg, Germany
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This is not true. Did somebody play the game "Overlord"? It uses terrain (and indoors as well) but does exactly what Joozey desribes in the last post: You walk a certain path to kill some enemies and to find a magic object. At the end you lower a bridge and you stand exactly where you started this path just to go on to the next adventure. Very cleverly done.
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