• the__alchemist 2 hours ago

    After reading the article, I did some digging; youtube videos on speed level designs, reading internet discussions on these topics etc.

    As an outsider, I think a key point is that this concept only makes sense in context with game-industry conventions. They (From my dive in just now) divide environment-creation into level design, environmental art, and other fields. The people who do one specialize in it, and don't have expertise in the others. Gaining experience in both, or working on both might be a taboo (?).

    Another point is that the level design field is driven by superstitions, word-of-mouth, copying existing patterns etc, and is subjective. This is true about many arts, I highlight it here as context for the article. One of the author's points is that one-size-fits-all design patterns don't make sense for all cases.

    • codeflo 6 hours ago

      > have an NPC brief the player on how to find the level exit

      No, please, no.

      • ben_w 5 hours ago

        Depends how natural it is.

        A radio call saying "Soldier, make your way to the mesa north-west of your drop point" could work.

        A spectator saying "Drivers, the end of this race course is also the start line" is definitely condescending and inappropriate.

        • MattRix 2 hours ago

          It’s pretty misleading that you’ve removed this line from the surrounding context.

          • scrollaway 6 hours ago

            You've never asked someone where the bathroom is?

            • anothernewdude 5 hours ago

              When has that ever been a fun experience?

              • ryukoposting 4 hours ago

                Since when has it been fun to be a human lab rat tormented by a sadistic artificial intelligence while trapped in an abandoned research facility?

                • ben_w 3 hours ago

                  November 24, 1995, in my case.

                  Rather more people would pick October 10, 2007.

                  • bowsamic 3 hours ago

                    Very fun if you get to shoot the AI in the face

                  • relaxing 3 hours ago

                    I imagine players of Bathrom Simulator 2025 find it extremely satisfying.

                    Seriously, I don’t know where this hate is coming from. Is it the idea that a “level” is a maze to be solved? Because there are other styles of gameplay, some where conversing with people is in fact part of the fun.

              • mattmanser 2 hours ago

                Does anyone else feel it's odd he uses Fallout 4 as an example of level design?

                I personally found the fallout 4 vaults really confusing and annoying and got lost easily, compared to Fallout 3/NV. Or even games like Deus Ex.

                Fallout 4 felt like a terrible example of dungeon design. They were either linear and boring, or a weird layout where everything looked the same.

                I'm usually pretty good at mapping game layouts in my head too, picking up FPS maps, etc. quickly.

                Aside from that, I also feel like he misses that irl with a chaotic design we usually have a lot of signs. A lot! But people don't really use them in games as it's easy for players to miss thinking it's just decorative, and you've only got a certain amount of screen real estate when looking at a monitor, nor can you glance like you can irl.

                • Spivak 25 minutes ago

                  I mean the real answer for how to "mind control" players into following your throughline is just leaning on the existing industry visual grammar for communicating with players.

                  * Make the place you want the player to go lit up, and other areas darkened.

                  * Make ledges, ladders, and other intractable elements you want the player to know are interactive yellow.

                  * Pick a thematically appropriate "this is a wall" like the very common smattering of furniture and use it liberally to signal that this is the wrong way.

                  * Don't use loops that aren't small, self contained, and that the player can see are loops. Don't use "diamond" maps where players must choose between two paths that end at the same place without making it painfully obvious that's what's happening. Elden ring with the grand lift vs the cave did it well.

                  * Make not-the-main-paths short and put a useful but not necessary or particularly valuable item at the end as a reward for players exploring and signal that this is the end.

                  It's not magic or anything, but players have likely played so many games that use these and similar visual cues that they've interned them without even realizing.