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Matt Keller
24 Jun, 2006

Easy Mode #28

PALGN Feature | Short but sweet this week.
The year is almost half over, and unfortunately I’ve been very busy at work – too busy to do a decent column, so it’s Easy Mode like usual. It’s pretty hard to come up with something that I think is worthy of reading, with the games industry basically in hibernation. I was originally intending to go with a second round of disappointing part twos, but time restraints have pushed that back into July. Nevertheless, playing through the Prey demo yesterday gave me an idea, so here we go.

Matt’s Somewhat Serious Bit

Anyone who has been interested in PC gaming for the last 10 years or so would have heard of Prey. Originally set to compete with games like Quake in the latter half of the 90’s, 3D Realms put Prey on indefinite hold in 1999, believing that the portal technology the game employed was a little too small an idea to base an entire game on. However, in 2001, 3D Realms reacquired the Prey IP from then publishing partner Infrogrames (now Atari), licensed the Doom 3 engine and commissioned Rune developer Human Head Studios to begin work on the game again in secret. Then in 2005, seemingly out of the blue, a beautiful new Prey trailer was shown, displaying many of the technologies spoken about in the original game’s development spec. The lengthy demo is available now from all the usual sites, and is well worth checking out. Playing Half Life 2: Episode One and the Prey demo did make me think about something important that seems to be becoming increasingly lost in games – good level design.

If only more shooters had such well designed levels

If only more shooters had such well designed levels
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Some might argue straight off the bat that Prey has bad level design, but these people hate video games and need to find a new hobby. The thing that sets Prey apart from most games is the sense of scope and wonder that the game passes off – I think this is something that many first person shooters seem to have lost in recent years. Remember the first time you made it to the surface in Unreal? What about the space station levels in Duke Nukem 3D? Or the giant room deathmatch level in Sin? The sense of wonder in many first person shooters has dropped off and been replaced in many cases by a need for better graphics and more hulking marines in armoured suits. Surely it’s about time developers realised that you can’t play graphics, and that the gameplay is king. Look at Doom 3 and Halo 2 – lots of cut and paste level design, but fantastic graphics. Look at the later Unreal Tournament games – thoughtless, wide open areas, but again, great graphics. Far Cry – lovely lush environments as far as the eye can see, crap gameplay. F.E.A.R. – great graphics, excellent AI and gunplay – terrible cut and paste level design and too much brown.

Of course, maybe the level design in Prey is a little too over the top – anti-grav floors, portals all over the place to the point where you can literally see yourself crawling around and those anus doors, but damned if it isn’t really cool, and something I’d like to see more of. I fear for those who think that games like Gears of War are going to save the next generation, which is lagging in gameplay terms from nobody daring to do anything new. Then again, Human Head Studios has had 5 years to put Prey together, which is much more than many developers will put into a game. By that logic, maybe Duke Nukem Forever will have the best levels ever.

Things that make you go “WTF!?!”


Prey’s anus doors.

Easy Feedback

Which games do you think have the best level design? What do you think makes those particular levels stand out? Post your answers in the comments thread.

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25 Comments
5 years ago
I always thought the Thief games had exceptional level design (well, the first two, haven't played the third) especially that trippy mansion in (I think) the first game, that was wacky in a good way.
5 years ago
I'd have to agree that the level design in Prey is fantastic. A lot of first-person shooters suffer from real dull areas, but Prey has some excellent areas.

What I found disturbing from the demo though is how gory it is. You'll watch first hand someone being ripped to pieces, probes being inserted through their body and a possessed child throwing another child onto sharp spikes. Looks pretty full on.

Majora's Mask, in my opinion, has some of the greatest level design in a game.
5 years ago
Agreed upon level design. I haven't been wowed by an fps for a long time, and Prey just managed to do that for me. Doom 3 had great graphics, but its level design was far too bland. Prey uses an updated version of the engine, and looks great, but what makes it amazing is pretty much the artistic and level design. Just the use of effects is mind blowing.

I disagree about the latest UT games spanning crappy levels. There are quite a few that suck, but alot are especially good. And I also disagree upon it using ultra awesome graphics(referring to UT2004 though). Ut2004 was released right before Farcry, so it could've easily incorporated bumpmapping, specularity, occlussion mapping and all that fancy crap. It looked good enough (and ran damn well), and had some great level design IMO. But this is where I'm worried about Ut2007: It looks freaking awesome, and looks like it has quite a few new features, but I swear it looks like it's being 'Quakified'. To me UT has been known for its 'sleek' look, while Quake is more beefy and tanked up. 2007 looks bulkier than a Panzer Tank, which worries me. I don't want UT to repeat its mistakes from 2003. icon_sad.gif
5 years ago
In terms of level design, games such as Metroid Prime, Resident Evil 4, Tom Clancy's Splinter Cell and Unreal Championship 2: The Liandri Conflict spring to mind.
5 years ago
Can anyone here actually define 'great level design'??

The article rips on certain games for having poor level design, and others for having great ones, like prey.........but where does it mention how said games have good/bad level design???

All i can think of when it comes to level design is say, variation, ingenious/intuitive puzzles, and if the game calls for it, realism in the game enviroments, like realistic placemnts of items, areas, etc(half-life 2 was especially good at this).

Very puzzling though as i think you'll find that level design is more a subjective matter then what you all may think.I persoanlly think doom 3's level design for example is quite good.Not great, but most of the levels did give an impression that you were actually on some sort of lunar space sattion, there were offices, toilets, laboraties, places still under construction, etc etc.It really did help add to the immersion of the game, like this was a real, functioning, normal sorta place, until the sh!t hit the fan.

So please, fill me in on what great level design is, bar the factors i have already mentioned(variety,realism, good puzzles).
5 years ago
Forgot to add Tomb Raider: Legend to the list. It was such fun having the ability to run around in tombs and Croft Manor solving puzzles.
5 years ago
It seems every single post of mine somehow manages to relate back to the same thing, but Yoshi's Island has great level design up the wazoo.
5 years ago
I'd agree with RE4. Just so diverse. Goldeneye 64 as well.
5 years ago
Metroid Prime's level design was some of the best I have ever seen. I mean seriously, who wasn't in awe when they first arrived in Phendrana Drifts?
5 years ago
NismoR34 wrote
Metroid Prime's level design was some of the best I have ever seen. I mean seriously, who wasn't in awe when they first arrived in Phendrana Drifts?
I know I was, breathtaking stuff that was.

Having played the Prey Demo, it does indeed shake up the level design a lot, and there's a lot of gore to go with it like Mark has said. It definately felt different in a sense to how everything was played. I even ended up taking a similar screen shot of the globe area that Matt has, it just made me think "Wow, this looks and feels great".
5 years ago
Again, same thing all over, X level in X game was breathtaking, awesome, had the best level design....

Me-How?

Guy-.......uhhh.......who wasn't amazed when they saw X level in X game.That was the best level design!!

Please, for example, what made phendrana drifts so great.Graphics can't count here, it all about level design, so please, enlighten me.But don't just say it has great level design, just cause it.....'does', or 'cause i said so'.
5 years ago
To apply a cliche Jibbs, good level design is a bit like pornography - hard to define, but you know it when you see it.
5 years ago
Pornography is pretty easy to define Brendan.
5 years ago
Spanca wrote
Pornography is pretty easy to define Brendan.
The US supreme court would disagree with you, they had a pretty hard time with it icon_razz.gif

Jibbs: reading comprehension = high score. Sense of scope, great architecture, creation of atmosphere, places that are intricately designed and not just slapped together.
5 years ago
Brendan's explanation was probably the best(and somehow the worst in way, lol define porn).

Most of your points above Matt really just can be summed up by using graphics and level layout to suit the context of the game; whereby if a game calls for realism, you throw in realistic enviroments and generally just include areas, an appropriate colour palette and scenery/backgrounds that suit the setting of the game.In other words, what i have already said, realism=believing=immersion.

Your explanations of great level design above are all in the eye of the beholder.If the following reasons you gave above are why doom 3 failed at great level design, to me, there the reasons why it succeeded.Scope-tick, architecture-tick, creation of atmospehe-big tick, and your last point, which i'll hazard a guess means variety in fewer words, well, tick to that as well, there can only be so much variety on a space station.

Look, that's just me.When someone here says the playstation sucks and then doesn't give an explanation why, we mug them.But when someone says something has great level design and then doesn't give a reason why, we all seem to just nod our heads in unison and go 'yeah, that DID have great level design!'........
5 years ago
Level design is part of the game's artistic design, and as with any art, it can be very subjective. Most people will agree that the Mona Lisa is tops (your Phendrana Drifts if you will), but other games may invoke different reactions in different gamers as to whether the level design, just as a lot of people will look at some "modern" art and have a "wtf" reaction.
5 years ago
Jibbs wrote
Very puzzling though as i think you'll find that level design is more a subjective matter then what you all may think.
Yep, i agree.

I just find it.........lets say odd.......that people say one game has crap level design and another has great level design without giving ANY reason why.

No reason, whatsoever.At least with art some art boffin could say the mona lisa is a great work of art because of the interplay of light and shadow and some other bullcrap, but at least a reason is given as to why it's better then a stickman i drew in 5 secs.
5 years ago
My personal "level design" criteria is an environment that feels natural in the particular World it's implemented within. For instance, in terms of bad level design I would say that the original Half-Life had some areas that just seemed ot of place in the greater scheme of things, mainly some of the crate puzzle rooms, where they just didn't feel natural.

Of course if it's an environment outside of our natural spectrum of interactivity then there is allowed an amount of freedom. In these cases the design needs to follow the running atmosphere of the game and not feel drastically out of place.
5 years ago
One game with outstandingly bad level design is Warhammer 40000: Firewarrior.

Games with pointless reasons to have to go through air vents that are too conveniently close (Halo: CE, Firewarrior) are bad level design. As well as really obvious things like monsters in fridges and coming through windows.
5 years ago
As far as I am concerned brilliant level design is when an area (or level) of a game makes you hesitate for a second and think about what you are seeing. Compare them to locations on Earth, we all have our places that make us sit back and just think "wow, that's awesome". It's the same in video games, similar to that of a gaming moment. Gaming moments are subjectively defined by the individual just like level design is. Phendrana Drifts was a particular level that I thought was brilliantly done because of the feeling it sparked within me. When I saw it for the first time I hesitated, thought about it and enjoyed the moment thoroughly. The art direction, the way the place was introduced to you as a player, the beautiful music playing in the background, the atmosphere that the place had - all of these aspects just hit you at once and it was definitely something that made me sit back in awe. That's my take on brilliant level design right there, somewhere that makes you sit and think about what you are seeing.
5 years ago
My favourite level design would be in the games Resident Evil 4 & Shadow of Colossus. I think Nismo's outtake on level design fits in with mine. I think it's a combination of elements and what would more naturally be an obstacle in real life, that should be the way it should be handled/presented in games.

I played the Prey demo....and it's exactly what I expected after reading countless previews and viewing countless movies.....and that is AWESOME!! I love the intro/begining....especially the parts where you're on the conveyor belt getting processed.....it felt like I was on some sort of roller coaster. Seriously cool stuff! Oh yea and the guns are hella cool!

EDIT: I also agree that Half-Life 2 had awesome level design where they actually incorporated physics into puzzles.....but I found these things to be out of the way of the normal game and was actually quite surprised as some of these things were quite ingenious (e.g. when going along on the hovercraft on the water/land I stopped near this little pulley thing which had some health in a bucket and I had to put some weight in one end and tip some scales, another area had me cutting some rope inside a warehouse/barn and some items fell out of some sort of barrel into the water for me to collect).
5 years ago
I'm pretty excited for Prey. Hopefully it comes through strong and doesn't suck. Fingers crossed. I was half/expecting negative comments, but hearing peoples impressions, it sounds totally like Unreal.
5 years ago
i think the porn analogy works well.

the other problem, of course, is when something wows you to begin with, and then becomes so repetitive it gets irritating.

*looks at Halo: CE*
*looks at Half-Life 2's physics puzzles*

actually, i personally think great level design is one where you don't even notice it. everything just fits.
i mean, everyone notices bad level designs (Molten Core in WoW, for example) but the really good ones you probably don't even notice until it's over (Haunted Mansion in Vampire: TM - Bloodlines, springs immediately to mind.)
5 years ago
There is one thing that destroys the immersion of a game... When a 'level' stops feeling like a natural or functional manmade environment and starts to reek of a rat maze.

When that lofty peak stops being a locale of curiosity and the height becomes an apparent obstacle placed by a level designer to stop you progressing until you fulfil a certain criterion. That veil of illusion is whipped away and you realise there was never any choice.

Prince of Persia: SoT had this effect on me: A leads to B leads to C - theres only one way through, and you have to do it just so. Though with POP:WW that level structure becomes less transparent, the next grappling point less apparent and you feel as if you are exploring and discovering you're own way.

Thats the trick, to make something predetermined feel as free as the real world: to keep the player in that waking dream so they forget they're playing a game.
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