Sunday, August 15, 2010


3. How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.

As my previous post used three distinct games of different styles I will refer back to those three games as my sample for this question.

Game environments – All game environments are determined and designed for the games play, otherwise the game would either be too difficult of would be frustrating to play for example: very rarely would you make a strategically based side scroll game because it is very hard for this game to succeed and to be easy to play. It is for this reason allot of thought goes into designing the environment for a game or level.

Pac man and COD 4 – pack man and COD 4 share some similarities with game design and level construction as they are both fast passed action games although of different genres they both still need the same game genre this is because the game is fast passed and requires the player or user to think about the games objectives rather than the level. Both games require small simple levels that are easy for the player to understand and are unlikely to get lost in, this is because the games are fast based and if a player gets stuck because they are lost or are unable to follow the level in a fast manner the game will become slow and somewhat boring, let’s face it take the action and speed out of an action game and all you are left with is a boring shell of a game, how often do you really listen to the talking in an action movie, when was the last time you sat down and said the commentary to that action movie was very good and it is for this reason action based games have small simple levels so they can enforce that fast game play to the user and really show off their game.

Either game once again can be compared to goals and risk to reward system, either game’s risk is that the game will stop abruptly due to a death or loss of life in each game you take the risk of starting the level again or losing the game completely, and as is the risk similar so is the reward each game has as a reward an increase in level and a higher score and as the reward also allows the user to get directly back into the fast game play.

On the other hand a game like star craft where the game play is rather slow and strategic, levels and risks are different. Star craft has a slow game play so the levels can and are designed to be more confusing and difficult because the player is expected to stop and think about the levels design in order to achieve victory. The risk of this slower game is not a loss of level but more often than not a loss of troops or resources causing the game to be prolonged and become more difficult as the level progresses.

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