Games that had the best level design?
by Mark · 03/08/2007 (8:22 pm) · 6 comments
There have been alot of good games with good gameplay mechanics. But there is something I think game devs are completely missing, the level design. I think they are becoming a little bland, not only that, but it's not varied anymore. It's either a jungle, or some city. I remember back in the N64 days, GoldenEye and Perfect Dark had plenty of different enviorments.
My choice for best level design is Hitman: Blood Money. I really do think the level designs are what made the game that damn good. They were varied and not one of the decent amount of levels were the same.
I remember the little neighborhood level, I mean, come on, what other games do you get to walk around with guns packed under your suit, terrorize innocent morning joggers and fat ladies picking up their newspaper? Possibly GTA, but if you gave Hitman a GTA free-roam style, holy cow, talk about game of the year. Then you have the porn mansion, mardi gras, the list goes on.
So what on earth is going on? I think the major game devs are really trying to hold onto their money with this whole 'one plot enviorment only' thing. Less textures and unique designs you have to worry about. Could this be why some of us favor older games over the newer?
This is one thing I may have noticed, that your project could really benefit from. Try and throw in as many enviorments as you possibly can. This is the big secret I think Rare came across when they made GoldenEye. They even continued doing this when they switched over and made TimeSplitters, every level was different, and again, the game was huge, despite the boring 'pick this up and bring it back' thing.
My choice for best level design is Hitman: Blood Money. I really do think the level designs are what made the game that damn good. They were varied and not one of the decent amount of levels were the same.
I remember the little neighborhood level, I mean, come on, what other games do you get to walk around with guns packed under your suit, terrorize innocent morning joggers and fat ladies picking up their newspaper? Possibly GTA, but if you gave Hitman a GTA free-roam style, holy cow, talk about game of the year. Then you have the porn mansion, mardi gras, the list goes on.
So what on earth is going on? I think the major game devs are really trying to hold onto their money with this whole 'one plot enviorment only' thing. Less textures and unique designs you have to worry about. Could this be why some of us favor older games over the newer?
This is one thing I may have noticed, that your project could really benefit from. Try and throw in as many enviorments as you possibly can. This is the big secret I think Rare came across when they made GoldenEye. They even continued doing this when they switched over and made TimeSplitters, every level was different, and again, the game was huge, despite the boring 'pick this up and bring it back' thing.
About the author
#2
There are two types of levels, main levels, and dungeon levels.
All main levels were designed by the developers and are always the same each time you play.
However, the dungeons levels are randomly generated, so it looks like a new level each time you play. And it is done so nicely, that I didn't know that it was randomly generated until I spoke with the developers.
So not only was is made special for players, it was also made different for each player.
03/08/2007 (9:08 pm)
I'd have to say a game called Dark Cloud 2 had awesome level design. There are two types of levels, main levels, and dungeon levels.
All main levels were designed by the developers and are always the same each time you play.
However, the dungeons levels are randomly generated, so it looks like a new level each time you play. And it is done so nicely, that I didn't know that it was randomly generated until I spoke with the developers.
So not only was is made special for players, it was also made different for each player.
#3
What games had good level design by my definition?
Vampire: The Masquerade - Bloodlines
- Quests and missions could be approached from a variety of ways, in tune to your character and personal preferences. Do you like stealth, do you like blunt force, do you want to hack into a computer to open a door, do you want to use some persuasion to coerce a security guard to give you the keypad code?
- Missions were varied, the setting of the game was Los Angeles, however you went from Santa Monica to Hollywood to China town (This varied the game a lot). You also went to sights outside the city, a Cathedral, Mansions and more.
03/09/2007 (3:44 am)
Good level design to me, means approaching a mission/level/quest from a variety of ways: guns blazing, stealth, dialog, etc. Where the level is located at is not as much an issue of level design as much as it is an issue of setting.What games had good level design by my definition?
Vampire: The Masquerade - Bloodlines
- Quests and missions could be approached from a variety of ways, in tune to your character and personal preferences. Do you like stealth, do you like blunt force, do you want to hack into a computer to open a door, do you want to use some persuasion to coerce a security guard to give you the keypad code?
- Missions were varied, the setting of the game was Los Angeles, however you went from Santa Monica to Hollywood to China town (This varied the game a lot). You also went to sights outside the city, a Cathedral, Mansions and more.
#4
On a serious note I think Original Everquest was best. It created emotional conflicts which where resolved via nerfs and changes. Which... also ruined the whole mechanism that created the Evercrack thing.
When you can get the human brain to feel a range of emotions then you have compelling level design and content.
03/09/2007 (12:29 pm)
Duke Toilet flushing and the dog food in Wolfenstein.On a serious note I think Original Everquest was best. It created emotional conflicts which where resolved via nerfs and changes. Which... also ruined the whole mechanism that created the Evercrack thing.
When you can get the human brain to feel a range of emotions then you have compelling level design and content.
#5
03/09/2007 (6:49 pm)
It's important for developers to remember, you are entertaining the eyes more than anything.
#6
Yes, you're entertaining the "eyes", but is the level design in Bomberman: Act Zero better than Ms. Pac-Man? Army Man vs. Ikari Warriors? Fight Club vs. Virtual Fighter?
Something that looks good doesn't mean it plays well. Things should look great, in support of the design and the design should serve to entertain the player.
Great level design is about pacing. Pacing of interaction, variety, revealing of mechanics, variety of spaces (with the except of something like Tetris) and overall should always feel consistent, logical and fair.
If you keep these things in mind, you'll be that much closer to having a "fun" game and one with "great level design".
One of the big reasons companies are making games with tons of varied environments is the cost of entry to generate a "new" environment.
I think this is where indies can really help bring gaming back to its roots, as well as push it forward.
03/10/2007 (1:59 pm)
I think you're confusing "Level Design" with "Environment Art".Yes, you're entertaining the "eyes", but is the level design in Bomberman: Act Zero better than Ms. Pac-Man? Army Man vs. Ikari Warriors? Fight Club vs. Virtual Fighter?
Something that looks good doesn't mean it plays well. Things should look great, in support of the design and the design should serve to entertain the player.
Great level design is about pacing. Pacing of interaction, variety, revealing of mechanics, variety of spaces (with the except of something like Tetris) and overall should always feel consistent, logical and fair.
If you keep these things in mind, you'll be that much closer to having a "fun" game and one with "great level design".
One of the big reasons companies are making games with tons of varied environments is the cost of entry to generate a "new" environment.
I think this is where indies can really help bring gaming back to its roots, as well as push it forward.

Jacob (Kouga) Nicholson
Good thoughts, Mark. I think if more people thought along these lines, texture artists and level designers would have more work :D