Friday, 22 November 2013

Level Design

Level design, would seem somewhat different to the kind of things I would usually think about when designing something. Level design is driven by player interaction, and from my research I would say it seems to be about a harmony between game mechanics and visual design. I would also argue it is also about telling a story without using words or dialog.
I read an article (by Dan Taylor on Gamasutra) on key principles to good game level design; the main points seem to be that player interaction is what keeps the player engaged. While I strongly agree that the interaction with the game is what helps drive the narrative along, I want to discuss the importance of visual design in a level and how it strongly aids the interactions in a game (as this is what is more relevant to me.)
While key triggers and events keep the gamer excited and engaged, I feel that it requires visual cues to draw the player through the level and create a sense of flow.

One of the first points made is;
‘In most cases, the player’s core method of interaction with your level will be navigation – the process of actually traversing the level.  Careful layout, lighting, signage and other visual cues should create a natural “flow” to the level that guides the player instinctively through it.  From an aesthetic aspect, a game’s levels should all work together to create a consistent visual language, through the use of colour and form, that the player can learn, to progress intuitively through the level ‘



So after the level and interactive elements have been blocked out then the visual work must support this set up by leading the player to where they need to be and without being too obvious. It is important to still leave the player with a bit of autonomy, it would make sense to still have areas hidden from the player as to make levels replayable and encourage the player to explore and be rewarded for that. Again it would seem that it is all dependent on what type of game it is as to what level of exploration verses obvious direction there is. 
The main ways of trying to lead the player with design would be with lighting, signage and clear direction. Interestingly, I would argue that this relates very well back to the visual composition I was discussing in a past post; the way a scene is composed can strongly effect where the players interest is drawn. Trying to think about it as what is the first thing the player would see, and how will we get them to look over to where the entrance to the next area is. Similar elements like high contrast areas, arabesques and coincidences can get the player headed in the right direction.




I feel that thinking about level design in this way may help to improve upon the interactive elements in a playable level. If those elements are pivotal to the progression of narrative, then we need to visual cues to get the played to the right area at the right time.  Visuals are very important to level design.

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