samoilaaa
Member
I have been watching a couple of videos ( most of them were from GDC ) about how to make great level design for games from different devs ( EA , Sony , Square Enix and more ) and the points they make are very great , they talk about
how to make a level non linear but also not too big
meaningful content that prevents the player to get bored but also not too much content to overwhelm him
how to use environmental storytelling instead of relying only on cutscenes for telling a story , that way the control isnt taken away from the player too often
how to create different paths to traverse the level but also to stimulate the player with different tools , skills in order to persuade him to make different choices / playthroughs
on paper everything sounds amazing , then they release an actual game and it has nothing that they talked about in their presentation , we get a linear game with constant handholding and cutscenes that take almost half the game , why do they do this ? they are developing the game for 5 years anyway , why not do a good job at least ?
is it money ? is it technology restraints ? is it laziness ?
how to make a level non linear but also not too big
meaningful content that prevents the player to get bored but also not too much content to overwhelm him
how to use environmental storytelling instead of relying only on cutscenes for telling a story , that way the control isnt taken away from the player too often
how to create different paths to traverse the level but also to stimulate the player with different tools , skills in order to persuade him to make different choices / playthroughs
on paper everything sounds amazing , then they release an actual game and it has nothing that they talked about in their presentation , we get a linear game with constant handholding and cutscenes that take almost half the game , why do they do this ? they are developing the game for 5 years anyway , why not do a good job at least ?
is it money ? is it technology restraints ? is it laziness ?