Aaron-Lagann
Banned
The other day I was watching this review of Sparkster for the Genesis, in it he was talking about how great the level design is, which in my mind was the geometry of the actual environment, but he spent most of his time talking about thematic consistency, how each level blends into the next, how each level has a distinct look. I never really thought about it before, but I usually put that in the Style of Graphics categories, but is that actually a part of good level design? I've heard a lot of people talk about level design as the way something looks, or each area having a unique look. Are these people wrong, or is me that's wrong?
These thoughts then caused me to start thinking about games I thought had good level design in a different way, what about the levels made them stick out in my head? With the Silent Hills announcement I've been replaying SH1 again, and Midwich Elementary really stuck out to me, because of how it made the layout of a boring school into a creepy maze. But I really couldn't place if it was the aesthetics of the school, especially in the otherworld, that made it stick out or if it was the way they made it work as a videogame level.
On a similar note to the linked video, I wanted to quickly talk about Sonic 3. A lot of people prefer 3 to 2, but what I personally really don't like about 3 is the labyrinthine level design. There's too much up and down, back and forth with a much heavier emphasis on platforming throughout the game. Not as many of the levels really have an emphasis on forward momentum, which I feel is one of the best parts of Sonic 2, which focused more on the sense of speed and progression than 3, which was more about finding your way through the levels.
What I'm saying is that I personally don't like the level structure of Sonic 3, but when I take into account aesthetics and level blending, like riding the snowboard into the next area and even just the color pallet in most levels, I actually like a lot of what's going on in Sonic 3. Which only further muddies the idea of what level design actually is in my mind.
TLDR: What do you qualify as "Level Design", aesthetics or the environment your character interacts with? As an alternative, which do you prefer, a good looking environment or a well structured area.
And sorry if this is a basic thing, or whatever, I've just heard a lot of conflicting opinions on the subject.
These thoughts then caused me to start thinking about games I thought had good level design in a different way, what about the levels made them stick out in my head? With the Silent Hills announcement I've been replaying SH1 again, and Midwich Elementary really stuck out to me, because of how it made the layout of a boring school into a creepy maze. But I really couldn't place if it was the aesthetics of the school, especially in the otherworld, that made it stick out or if it was the way they made it work as a videogame level.
Looking at the layout, it really doesn't have much going on, but the rusty chain link motif makes it stick out, but again, is that graphical or stylistic instead of actual level design?
On a similar note to the linked video, I wanted to quickly talk about Sonic 3. A lot of people prefer 3 to 2, but what I personally really don't like about 3 is the labyrinthine level design. There's too much up and down, back and forth with a much heavier emphasis on platforming throughout the game. Not as many of the levels really have an emphasis on forward momentum, which I feel is one of the best parts of Sonic 2, which focused more on the sense of speed and progression than 3, which was more about finding your way through the levels.
What I'm saying is that I personally don't like the level structure of Sonic 3, but when I take into account aesthetics and level blending, like riding the snowboard into the next area and even just the color pallet in most levels, I actually like a lot of what's going on in Sonic 3. Which only further muddies the idea of what level design actually is in my mind.
TLDR: What do you qualify as "Level Design", aesthetics or the environment your character interacts with? As an alternative, which do you prefer, a good looking environment or a well structured area.
And sorry if this is a basic thing, or whatever, I've just heard a lot of conflicting opinions on the subject.