Sunday, 11 May 2014

Elements of game design, part seven: Level Design



Previously I talked about visual composition in games and how it was almost like creating a movie, but with an added twist. It needed to include great aesthetics and interactivity with the player if it wanted to break the boundaries.

Not only the interactivity would be important, but also the playability and dynamism. The environments can’t always necessarily stay the same throughout the game, there needs to be some sort of dynamic elements or developments as you progress through the game, Or else it would become uninteresting and won’t really sell itself. (unless its flappy bird)  
 
For example, take a game like Journey, an incredibly successful indie game.

Journey will probably be one of the timeless classics in video game history that everyone will remember for generations to come, so what is journey?

Journey is well, a Journey, an epic one for that matter, set in an adventurous open world, with beautiful crisp visuals, soothing dynamic harmonious music, puzzles and even a seamless co-op mode where the only way to communicate with the other person is to ping with your character, which isn’t even a human, it’s more like a humanoid scarf which frees trapped pieces of cloth for energy and power up’s, and these pieces of cloth or small scarfs interact with the environment really nicely, they dance with the music and give access to new passageways and bridges for you if you manage to free them and gain their powers.
 
As soon as you start of you are instantly met with beautiful visuals, and emotional/harmonious music. The game subtly gives you hints of where to head using its environment rather than any obstructive arrow or signal on the middle of your screen or on a mini-map, speaking of which there is none, there isn’t any HUD or UI. It uses wind to slowly push you in the right course if you are going towards a dead end. It’s nice, open and clean. It’s set in a desert to start off with, and as you climb over the big sand dune, you are met with the title, and a giant mountain in the distance with a bright star at the top.  The game has a lot of Arabic and Egyptian influences with its architecture and storytelling which is something you’re supposed to interpret for yourself with the images and cut scenes it spreads throughout the journey.

Why was it so successful?  And why is this such a good example for level design?

This game really nailed the visual components and design principles really well it did it while keeping you immersed into the world the whole time, which is difficult in my opinion.

It has a very simple art style, but combined with its dynamic environments, emotion, atmosphere, Playability and incredible interactivity with the player and environment. It really did a great job. It even has a lovely multiplayer co-op where it subtly blends your game with a random person who is playing the game and is at the same stage of the game you’re at so you can go on this journey and solve the puzzles together. The game uses its environment to teach you what to do rather than telling you outright, it uses clever cinematic camera angles when you approach a puzzle or environment where you need to go somewhere in order to progress. It uses the little dancing scarfs everywhere to gently guide you along.  The level design is very clever and subtle, which is why it’s so good, because it doesn’t just shove the change in your face, it’s a gradual one, a nice journey.

Here’s an article about how Journey can stir up our emotions just like a Hollywood movie does or an intense sports match. http://www.theguardian.com/technology/gamesblog/2012/nov/21/journey-emotional-game-design
 And an awesome video of how they designed journey:
http://www.gdcvault.com/play/1017700/Designing

A lot of the time when it comes to games, people judge the entire game based on just its graphics and visuals and not take time to consider how the game will actually play out.  While it is very important to nail the visuals and atmosphere side of the game. It’s also very important to have solid mechanics, so it’s actually really fun to play and would make people want to play again and again.

You can see how much they planned and devoted just for the mechanics of this game, it did come from the creators of “flower” which is another beautiful emotional game.

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