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critique 4

level design

      Level design and the overall construction of said levels within games helps set the mood and draws the user into the type of play more freely. The overall theory behind level design is based around of a series of major points including lighting, scale, structure/architecture, color/contrast and the narrative it expresses.

      Lighting, color and contrast all posses the same ability within game design more often then not effecting the over all emotional level. The level of light present within a game; be it a saturated look bleeding out a lot of the color can make a game seem much less threatening then that of game which is much less saturated and darker in feel. This darkness can make a level or area seem much more claustrophobic and smaller then that of one with a large sum of light present. A second use of light within video games is that is can offer visual hints for the user as to events which must be performed properly in order to continue.

      The use of colors within games can serve two key purposes the first being setting an emotional feel for the user as well as establishing an underlying theme. This can include using darker colors combine with metallic tints to construct an industrial theme which could be cons crewed as threatening. A contrasting view could be that of utilizing earth tones to construct a more rural feeling system which is far less invasive for the user. The second use of color could offer hints for the user as to where to move next, or help determine a course of action which may need to be established as a result this aids in the narrative within the game.

      Contrast is the levels between light and dark, namely the presence to shadow within games, high contrast can increase the emotional tension within a game because it allows for a large sum of areas in which a programmer can place a variety of objects to jump out at the user; all the while the user has no idea whether or not something is actually present. The end result of this use of contrast can end up being rather stressful on the user.

      The use of scale within video games is a key portion of the design process, simply because the human eye is very good at detecting things which seem off or out of place within a simulated environment as a result designers must pay close attention to the scale of all objects present within a game. Due to this fact designers must make sure all objects within a game maintain a scale which is consistent, if this is not done properly it is very likely that the user would become of the simulated environment and become less immersed with the game. However, scale can be broken if this is an intended effect which is embedded within the game, this could be done for example to draw the users eye to a specific location or object on the screen.

      Structure and architecture within a game are what create the key sets and locations through which the user must navigate ones way through. These sets include background surroundings such as the landscapes which encase the artificial world as well as the large buildings and key constructs which the user can enter climb on or use for an extended purpose. Typically these objects all share a common theme or style base within the game world depending on the different locations in which they are placed be them forest towns or urban town bases.

Fable



     Within the artificial world of Fable lies an environment of bright colors and elaborate sets, be them mythical forests brooding places of the worst manners of evil or the happiest of rural towns. Throughout the came the color set is very vibrant with little contrast, for the exception of harsh shadows. It is due to these reasons that the game offers a level of game play which is much happier in appearance then that of most mythically based games.

     The lighting within the game similar to that of the color scheme is very bright even during night based sequences. The lighting within the game is constructed of an over head based lighting system which cast the fewest amount of shadows on the surrounding environment. However, embedded within the game are many other methods in which light can be casts; the most operable being torches or candles.

     Within Fable the one area which is not subtle or simple at all would be that in way or architecture. The architecture within this game offers many elaborate cities and towns all of which posses there own style of building and thematic point of interest as a result the user is forced to explore every inch of a given location to ensure that no small portion may have been missed.

Diablo II



     In way of level design this is the point in which Diablo falls short in way of games essentially the game has only one style of lighting which is a mute set up, it offers no emotional drive to the atmosphere once so ever. There is never any change is light source or any locations which are darker or brighter then others everything is lit the exact same; be it above or below ground.
     The color set up within the game is very muted and soft using many earth tones and soft colors with little emotional contrast at any point throughout. The only source of bright color which arises at any point within the game is lava which appears in hell.
     Finally, the sets within Diablo II are few and far between for the most part there are 4 key sets which appear though out the story as the games primary fighting locations on top of the 4 cities or locations of sanctuary present. There is little in the game which is elaborate or enthralling which may of level design which helps the story along or draws the user in for that matter. As a result level design is a large draw back with an otherwise amazing game.


sunday, march 02, 2008