Wednesday, 13 February 2013

Interactive Digital Media


Chapter 1

1. Imagine that you are a level designer working in the 1980s. Knowing the
limitations associated with this era, what type of game would you develop?
Understanding the limitations of that era and the technology it took to make games, it wouldn't be as difficult now as it was then. The game i would create would be a platforming/shooter, where one would take on the role as the protagonist who has to make his way through the level jumping, sliding and shooting his/her way through hordes of endless monsters to get to the final stage and the level boss. Progressing into the game would unlock new guns and abilities that are needed to beat the next boss and completing the ultimate goal.


2. Play three games—one from the 1980s, one from the 1990s, and one
released after 2004. Compare and contrast how levels and environments are
designed in all three games.

1980's - Legend Of Zelda
1990's - MediEvil
2004< - Dead Space

Legend Of Zelda: The game consists of varying level design, all while existing in a Kingdom setting. Starting from what is essentially an over-world in which the player (Link) walks around an open landscape to get to the destination of his current quest which could be a desert or a castle, only to then progress further and enter a "dungeon" or "crypt". The over world has a very non linear feel where the player can explore and see what adventures are to come. The Dungeons are linear in respects to the path the designer intends the player to take. There are chances that the player will get clever veer off and find a hidden pathway, almost breaking the linear aspects of the game. This was entirely intentional as the designer wanted to give people the feeling that they were exploring  while still having the linear aspects there. The levels are designed according to the area they are within e.g. dungeons are dark and gloomy while the forests are green and lush.

MediEvil: Keeping true to the name, the Medieval setting of the game is shown in great detail when it comes to architecture and overall level design. With each level varying on what genre of play the game will take for that level. For example, there is a hedge maze level in which the player has to solve 4 riddles to progress, the clues to riddles are located within the maze and can only be solved with exploration. The next level relies on combat, making the player fighting a horde of enemies to progress further. Continuing on wards to a platforming level, each level is well planned to fit the theme of the objective.

Dead Space: The level design of the dead space series relies on making the player feel like they're trapped by placing them in a level designed with confined spaces where literally anything could jump out and attack you at any moment. Since taking place in space, the game also has moments where you must go through Zero-Gravity areas in which monsters will fly off into the vacuum if killed. Weapons like the Flamethrower wont work since no oxygen exists. The game is riddled with puzzles and gives the player the feel of being in a labyrinth, the levels reflect on this.

Comparing the level design of each they suit there own genre, as Legend of Zelda is a game where one is rewarded for exploring the environment with money and items. This goes the same for Dead Space and MediEvil, as while on a linear path you still are encouraged to deviate from the critical path and explore, sometimes to reward you with health and items (sometimes even secrets). The levels designed with a puzzle feature in mind will fit subtly into the level at first glance, only to find that they are important later on. The levels designed for combat are usually in an open space, giving the player time to move around and escape if possible. All three games have this in common.


3. How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.

If three Triple A games where chosen from different genres, in order to compare how the level design works for each. Dishonored, Diablo 3, and Banjo Kazooie. Dishonored, a game where you are given an objective and gives the player the choice of which path to take similar in a way to Zelda. Diablo 3 places the player in an endless dungeon crawling area where they must fight there way through the dungeon to get to their goal. Again exploration is encouraged as they might find lore and interesting items that will help them later in the game. Banjo Kazooie is a game where you must collect "Jiggies" among other items to help you to progress. The player is given the option of where to go, they are still restricted, as some Jiggies and collectibles cant be retrieved until other items have been collected in certain quantity. Each game follows it's own risk reward system to some extent but is similar in design. Diablo and Dishonored lets the player choose to explore if they wish to, whereas Banjo-Kazooie makes the player explore in order to progress.