Game Development Essentials An Introduction
Chapter 7 Levels creating the world
Key Chapter Questions ■ What is level design and how is it related to gameplay? ■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression? ■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered? ■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries? ■ How are reality and style achieved in a game environment?
Structure Goal Mission briefing in Wings Over China.
Structure Flow Open-air levels usually lack natural boundaries. (Microsoft Flight Simulator 2004)
Structure Duration Children’s levels often have shorter durations (Toontown Online / Spongebob Squarepants)
Structure Availability Players can sometimes choose from several open levels at once (Warlords Battlecry)
Structure Relationship Mission levels can be related to each other through difficulty or sequence (Command & Conquer: Generals)
Structure Progression
Time Authentic Boktai uses a sensor to detect the presence of daylight.
Time Limited Baldur’s Gate allows players a limited amount of real-world time to accomplish tasks within the game.
Time Variable The Sims depicts both day and night – but time speeds up when the characters go to sleep.
Time Player-Adjusted Players can adjust the time interval in sports games such as All Star Baseball 2005.
Time Altered Players can stop time in Prince of Persia: The Sands of Time.
Space Perspective & Camera Omnipresent Black & White: Creature Isle
Space Perspective & Camera Aerial (Top-Down) Feuerkraft
Space Perspective & Camera Isometric Dark Ages
Space Perspective & Camera Side-Scrolling (Flat/Side View) Goliath
Space Terrain & Materials Interiors made of concrete, brick, metal, and wood textures in Half-Life 2 contrasts with exteriors made of grass, dirt, and water textures in GravRally.
Space Radiosity & Effects A scene before and after radiosity is applied.
Space Scale Knights and Pikemen are as big as mountains and cities in Civilization II.
Space Boundaries Praetorians uses terrain as a boundary.
Space Reality True Crime: Streets of LA uses environmental details to portray the game world realistically. The open exterior in Fable is more realistic and stunning.
Space Style Oddworld: Munch’s Oddysee is filled with surreal characters and environments. Viewtiful Joe uses cel-shading to bring a 2D look into a 3D world.
Summary Structure Goal Flow Duration Availability Relationship Progression Time Authentic Limited Variable Player-adjusted Altered Space Perspective & camera Terrain & materials Radiosity & effects Scale Boundaries Reality Style