In most games, levels are designed and built depending on
the storyline and plan of the game itself. However, with free-roam, open world games;
you will usually have one very large “world”, maybe with the addition of more,
smaller maps if a narrative demands it.
Like a drawing, painting or any 2D piece, a level would be
built up in layers and processes; through development stages and construction
stages. The game design pipeline will be followed throughout, running through
initial concepts to early builds and white boxes of the map to see if it works
for what the run through of the game requires. When it actually comes to
finalising the map and adding assets, these will be built up like a painting in
order to make the level look real. From graffiti on the wall to a tank on fire
while sitting in a destroyed wall, these details, big or small really add depth
and believability within the levels.
When looking at open world games, the environment has to
draw the player in wherever they may be in the game world. It has to give the
visual and aesthetic feel of what it is representing. An urban, city
environment such as the recent GTA:V needs to make each part of the city
different and entertaining in some way, but retain the immersion of being in an
LA-like American city. This can also backfire on some developers however. Take
Team Bondi for example: LA Noire had a large, open-world map between single
player levels. Being and impressive and visually interesting 1950’s setting it
almost felt like it was there to cover up a much smaller game. There was no
fast travel, meaning you had to drive through the city, usually to very far off
objectives. The only thing that the open world was good for was to find
collectibles, cars and occasionally help at a random crime reported on the
radio. This, in my opinion shows lack of polish when finalising the game and
although GTA is similar, it gives you lots of things to complete around the
whole world. Be it side missions, random encounters or simply buying and
upgrading cars and clothes.
Following the pipeline process, levels are usually white
boxed or mapped out to give a visual idea of how a level will look and play
out. This is an important part of level design as it looks at how the level can
and will be played, where the player can go and reach and how. It also explores
the practicality of certain visual and technical parts of the map. To make the
map in the way it is planned for story or mechanical purposes could change its
look and asset positioning. This may be to give the level enough spacing. This
is space between different events; giving the “tempo” to the game if you like.
If too much happens at once and too quickly, then the player will feel
overwhelmed and rushed. Too little to do *cough* LA Noire *cough* and you will
find the player getting bored and uninterested.
Level design is very important when it comes to game
creation. It’s not just about the look and feel of it, but the way the whole
map plays. If it is done right, you have a stunning game which is both good
looking and interesting, making you want to play more. Do it even slightly
wrong and you could lose focus from the player all together.
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