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Showing posts with label Level Design. Show all posts
Showing posts with label Level Design. Show all posts

Anxiety as a component of game design

Alien Isolation is a big hit this semester. Specialized magazines and websites heavily criticized the game but, regardless of the criticism, I enjoyed the game. I think it’s the first good game of the Alien franchise.



The game tells the story of Amanda Ripley investigating the possible reasons for the disappearance of her mother: the main character from the first Alien movie, Ellen Ripley. Check the trailer below for the plot:



It’s a first person adventure with very interesting cut scenes that create an atmosphere of tension and fear. There’s one true fact about the game: things take longer to happen in the narrative, but that's part of the fear experience.

Maral Tajerian, in an article for the site Gamasutra* entitled Fight or Flight: The Neuroscience of Survival Horror, says that anxiety is a point to highlight in terror/horror games. This author also says that “next to fear, anxiety is perhaps the most prominent feeling experienced in video games. Unlike fear, which is a response to an imminent threat, anxiety is a response to a future potential threat”.

Anxiety is an important game design component in this example. The whole game is based in it, and all fear/horror/terror reactions are derived from it. Alien Isolation is a game to enjoy slowly, a game to be played in the mood of the first movie. An immersive and memorable experience.

*Source: Gamasutra (click here to read the article)
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Spelunky: a randomly generated level design adventure

Spelunky is an indie action-adventure game created by Derek Yu and published by Mossmouth. The first version of this game was launched in 2009 for PC, but now it is possible to find the game in Xbox and Playstation platforms.



The idea of the game is very simple: you are a kind of a bounty hunter exploring some inhospitable places (old temples, dungeons, forests etc.) looking for gems and gold. You need to enter, find the treasures and scape. Looks simple but Spelunky has two particular features: you can die easily and, every time it happens, the stage changes itself.

That’s it. It’s impossible to remember the details of a dungeon because there aren’t fixed dungeons in the game. Each time you restart, you'll play a new, randomly generated set of levels. The game’s system creates new challenges each time a character dies.

Another good feature of the game: there's a lot of freedom to how you want to navigate the levels, which are fully destructible.

You can check the Playstation 4’s gameplay below (I’m playing this one at this moment and it’s an awesome – and hardcore – experience):



It’s important to remember, “games consist of stages, or levels. As the player progresses through a game, the levels generally increase in difficulty and the story develops. The designer must create a series of challenges for the player as he progresses through a level. This means that the design of individual levels is closely linked to the design of the game mechanics” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.93).

In Spelunky, the levels are always with the “hard mode” activated. We have, as a variation of difficulty, the mutable ability of the scenario.

About that, Fullerton says that games organized into levels will need someone to actually design and implement each level. If your project is very small, you might design all the levels yourself. On a larger project, however, the game designer often leads a team of level designers who implement their concepts for the various game levels, and sometimes come up with ideas for levels themselves. And an important point: level designers use a toolkit or “level editor” to develop new missions, scenarios, or quests for the players (2008, p.361 & 362).

The game we’re discussing has a level generator inside its system and that’s a very good way to create new kinds of entertainment experiences.



References:


FULLERTON, Tracy; SWAIN, Christopher; HOFFMAN, Steven. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.

THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and techniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
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Observing level design in Gauntlet

I’m an old school gamer and, occasionally, I like to play NES cartridges from the 80’s. One of my favorite titles from this time is Gauntlet.

Gauntlet (1985, Atari Games) is a fantasy-themed hack and slash game, originally created for arcade with versions for NES, Master System, Mega Drive and other consoles. In the NES version, players could select among four playable characters: Thor the barbarian, Merlin the Wizard, Thyra the Valkyrie, or Questor the elvish archer. Gauntlet’s levels are full of orcs, spectres, skeletons, treasure chests and other classic elements from medieval Role Playing Games.



Each character has unique abilities, powers and weaknesses. So, it’s possible to explore different ways playing the game solo or combining different powers with a friend on the second joystick.

The gameplay is set within a series of top-down, third person perspective mazes where the goal is to find and scape through the exit in every stage. The video below shows Gauntlet’s mechanics.



Despite the simple interface and limited resources of this time, Gauntlet is a good example of level design management. The game has 100 stages and each of them is unique and works with the limited boundaries of the TV screen. The game uses the player’s memory with complicated mazes and has a life meter that works as a time pressure component.

The 100 stages are divided among five worlds, each one with special technical features. In Gauntlet it’s possible to see a well-constructed difficult/learning curve by passing the stages. The game hybridises the levels with the mechanics to offer the player a positive experience.

In this context it’s possible to say, “games consist of stages, or levels. As the player progresses through a game, the levels generally increase in difficulty and the story develops. The designer must create a series of challenges for the player as he progresses through a level. This means that the design of individual levels is closely linked to the design of the game mechanics” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.93).

I think it’s important to analyze ideas from the past to establish new connections today. The beginning of the 80’s is a perfect frame to observe some conditions that are patterns of today’s gaming industry.



Reference:

THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
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