May 02, 2006
There is a good serie of columns on Gamasutra lately about level design by Sam Shahrani. It focused on FPS and 3D level design. What is good is that it gives a comprehensive overview of the different techniques used so far.
Some very relevant excerpts about how level designers takes advantage of constraints to create spatial affordances that would support the game scenario and gameplay:
Level designers, or map designers, are the individuals responsible for constructing the game spaces in which the player competes.
(…)
The level design for Battlezone was relatively straightforward, in as much as it consisted of creating a game space (the “large valley surrounded by mountains”) in which the player could drive around and destroy targets for points. Essentially, the level design was that of a digital Roman arena, wherein the player could do battle, and it was a design that worked well for the limitations of the graphics engine, and provided enjoyable and novel gameplay for the arcade and home computer markets.
(…)
Not all attempts at 3D games involved the use of polygon-based 3D environments like those used in Battlezone; several games attempted to leverage other technology to provide an impression of a three-dimensional world. Notable efforts include Lucasfilm Games, now LucasArts, 1986 title Rescue on Fractalus!, a first-person title that used fractal generation technology to render the game world.
(…)
[Then in 3D FPS like Wolfenstein 3D]The emphasis on speed, however, again led to limitations on how detailed the world was.
Interactivity in Wolf3D was relatively limited, with the player having only two ways to interact with the world; shooting things to kill them and opening doors by pressing the spacebar, a universal “use” key. Wolf3D upped the ante, though, by adding in “push walls”. These walls appeared like any of the normal solid walls in the game, but if a user hit the spacebar in front of them, the wall would slowly slide back, revealing a hidden room (Kushner, 108). Hidden rooms and secret levels would play a major part in future id games, and First-Person Shooters in general. The push walls were another innovation by Tom Hall, who served as the director of Wolfenstein 3D (Kushner, 108-112), and served to reward the player for thoroughly exploring the game world. It was an interesting gameplay mechanic, and one that grew out of a tradition in the video game industry for including secrets, or “Easter eggs” for players to find (Kent 188-189). While many would consider these “Easter eggs” to be afterthoughts, they present an important opportunity for level designers to maximize player investment and interest in the game world.
(…)
Doom fundamentally altered the First-Person Shooter genre (…) The Doom engine supported a number of new features that finally made realistic and interactive environments possible. Instead of merely featuring doors that could be opened, Doom featured the ability to alter the game world by using in-game switches and “triggers” to activate events. These events could range from a set of stairs rising out of the ground to unsealing a room full of ravenous near-invisible monsters to bridges emerging out of toxic slime. Additionally, Doom added in lifts, which could raise players to different levels inside the game world or, if used slightly differently, could act as pistons and crush players against a ceiling. Further, the Doom engine’s support of variable height floors and ceilings also meant that in addition to being able to move on all three axes, more complex architecture could also be created. Tables, altars, platforms, low hallways, ascending and descending stairs, spacious caverns and other objects could all be created using geometry.
The ability to trigger events that could release monsters or alter geometry led level designers to create a number of surprisingly complex traps for players to uncover as they played through the game, from rapidly rising floors to bridges that would sink into toxic sludge if players moved too slowly. (…) In addition to architectural advances, Doom also added the ability to alter the light levels in a level.
(…)
The level designs for Doom were accomplished using much more advanced tools than previous id titles. Romero wrote an engine-specific level editing program called DoomEd
(…)
Doom also illustrates that levels do not have to be based on easily recognizable locations in order for players to enjoy them, nor do they have to conform to preconceptions of what an environment should look like.
An important concept is also this idea “Doom defined the first person genre, but more importantly
it made the idea of users modifying a commercial title acceptable to developers.”: the level design is the cornerstone of bottom-up innovation in the game world: through modding, end-user manage to create their own version what would be the world they want to play in.
Why do I blog this? What’s explained here is of tremendous importance for the comprehension of spatial practices in virtual worlds. The author of this piece is Sam Shahrani, an M.A. candidate at Indiana University in the Master’s in Immersive Mediated Environments program through the Department of Telecommunications. He’s making an incredible job explaining level design from the game developers’ perspective. I am looking forward reading his dissertation.
It’s certainly the most interesting piece about spatiality in video games I’ve read in the last few months.
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unmediated.av:
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drawing from extrastruggle.
We've been having a back channel conversation amongst the trackers at unmediated about how/whether to update the way in which we aggregate, present, and make useable the content on the site, in light of all the various aggregators, digg and its clones, and role model group blog sites that we all consume/use/hate/love. Since we all primarily support open media movements and the freedom of bits and so forth, and with all of us being busy with our primary projects, we are looking for ways to make getting content on the site easier and more streamlined, while making it obvious that we are presenting other sources content. With the availability of open API's for just about any type of media aggegration literally getting past the saturation point, and mashups taking every possible form, we are wondering, is it time to take a step back, or a step forward with how/what we do at umediated? In the course of my surfing today, i found this new site, Boxxet Which just might be the straw that breaks the camel's back in how we all perceive the current mix and match nature of the web as it now stands. What's different about Boxxet from other aggregators and mashups like the newest entry popurls, (which aggregates digg, slashdot, reddit, newsvine, tailrank, and flickr) is that Boxxet is a Website generator. Thats right, just pop in all the urls u want to aggregate (and WHAT from them) choose how u want to format it, plug in the url that u want it to be accessed at... and whammo: Your own site with everyone elses content, and all thats left to do is decide whether googleplex or yahooza is going to be the source of your linklove revenue. And if u have on older domain that u plug this into...well, we all know how the pageranking with search engines work by now. It used to be that u had to have a bit of code knowledge to make all this stuff work. Eyebeam's Re-blog engine which powers this site was not a simple undertaking at the time that Michael Frumin and Michael Migurski put it all together... a half a year before Marc Broadband-mechanicked the term Reblog as his latest buzzword before casting his attention on the ourmedia-meme. (kudo's, kudo's) But now, with the cut and paste mentality of webculture that we at unmediated have helped create, the pace at which people are remixing and repurposing code is accelerating at a rate similar to the curve that we saw with pro-sumer desktop video... almost anyone can do it. I have this sinking feeling in my gut that we will arrive sooner than later at the same existential threshold that the film studios and record labels are squirming under to our joyful cries of "die, dinosaurs, die!". What i am wondering, is how long until my hero of the open-information movement, Cory Doctorow, and the rest of our pals at BB will tolerate re-aggregation and repurposing of his content, (now that he is investing so much more time at the site) before he (or any of one us) screams, "FOUL!" Stewart Butterfield over at Flickr is dealing with this beast at the moment...and i have to admire the dryness with which he states, "I loaded the FlickrCentral pool and firefox got up to using 240mb of ram before dying. So that's not a great user experience, but it's really terrible for Flickr. If it catches on and you don't limit it, we'll have to cut you off :\" Sure, Stewart, blame it on the user experience and firefox. ;) I admire your candor, and personal attention/approach to what has become one of the hottest new BRANDS in Web 2.0 ...that u still have time to be personal and all flickr-fuzzy even after being acquired, but I am sure that your jeans feel like they're fitting a bit tighter all of a sudden. Pretty soon, I expect, a lot of us bell-bottomed infornistas are going to wake up in a similar pair of Jordaches. I'm curious which of us will cut the inseams and sew in another totally different material to keep our style,and which of us will claim that now that we're wearing skintight jeans ("they're really really comfortable...REALLY! You think i should get a pair of Reeboks to go with 'em?"), that the manufacture of bell-bottoms should be forbidden. I point this all out in good humour only to illustrate a point: The times, they are('nt) a changin'>, and Cory just might wake up one day soon in his magic kingdom, and say "Hey, man, where'd all my whuffie go? And he's going to have no choice but to join Walt's pinstripesuits in pushing for copyright extension. It's a pill i hope he (and we) never have to swallow. So i pose the question to our community readers: How do you see unmediated-Are we crossing the boundaries in how we repurpose content? Would you like to see more editorializing? Narrower/Broader scope? Are we a repository of information that you come back to use, or just part of your daily information addiction? Let us know... I, for one, would like to have an idea about what pair of jeans to wear this year ;) michael
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