1. Imagine that you are a level designer working in the 1980s. Knowing the limitations associated with this era, what type of game would you develop?
Most likely a simple MUD adventure game which consists of text explaining the adventure and then giving the player the opportunity to choose their path, action, direction, etc. No graphics, no sounds, not even any colours, just descriptive white text on a black background and numbered choice options for the player.
2. Play three games—one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.
1980s - Tetris
Tetris was released in 1984 and has remained pretty much the same since then, with only cosmetic changes being made. The environment of the game consists of a simple box with a plain, neutral background; on which various shaped and coloured game pieces drop. Levels differ only in the speed at which the pieces drop and the amount of lines cleared by the player. On some versions the levels are also marked by different ambient sounds and music, or by different background colours or pictures in the box. It's a very simple design which is pretty much the basis for most puzzle time sensitive type games.
(uh oh)
1990s - Thief Gold
Thief Gold is a 1999 release (just made it!). The protagonist of the game is the thief Garrett who is sent on missions to different locations. Each mission is its own discrete level however all missions contribute to the overall storyline of the game. The game is set in a low technology-medieval cross time period and focuses on first person stealth and evasion, rather than combat or magic. The character is very interactive with the environment, and enemy AI is responsive to these interactions. The missions are also designed to add extra elements of complexity when different difficulty settings are chosen, rather than just adding extra, stronger enemies. Each level also has a complex map with many different paths available for completing it.
(no Garrett, we don't make friends with Hammerites!)
Post 2004 - Hard Reset
Hard Reset is a cyberpunk old-school style first person shooter, released in 2011. The game is linear in design with plot points and story progression continually pointing the protagonist forward via checkpoints, where previous sections are completely closed off when the player passes them. There are secret, hidden areas which contain pick up items to help the player along, such as health, ammunition and weapon unlockables; and there are interactive environmental elements to assist the player as well. However essentially the level design is a tunnel system. Unlike Thief, there is only one way forward, and you can only get there by killing stuff. The game is designed to increase in intensity as the player progresses, culminating in a traditional final boss fight. In addition there is the option to chose different difficulty options which increase the enemy count, health, and damage output.
(but it's really, really pretty...)
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.
MMORPG - Defiance
Most of Defiance is actually open world, with a tutorial starting point inaccessible after the player proceeds into the game world proper. The game is set in a futuristic terraformed San Francisco Bay area. Early character levels are spent in the Mount Tam portion of the Bay Area, which is mountainous and rocky and contains enemies at a relatively low level. Once the character has progressed they can move to the Paradise area, which contains more farms and ranches and slightly more difficult enemies. After that the character can then move to the San Francisco area proper, which is is a much more dangerous area and is also difficult to navigate in due to the terraforming activity. Characters do have the freedom to move to any area at any stage by driving (once vehicles are unlocked) or fast travelling (after visiting a fast travel point) however it is generally recommended to keep to the lower level areas until suitable equipment and abilities are gained.
The non open world levels of Defiance consist of co-op maps, PVP maps, and dynamic world events called Arkfalls, where a portion of a space vehicle crashes to earth and players battle enemies outside and inside the fallen debris.
(inside a major Arkfall)
Arkfalls, being fallen alien technology, are of a futuristic appearance, metallic, and in hues of blue and grey. There is distinctive background battle music playing inside the level. Up to 24 players can be inside an individual instance of the Arkfall. The area of the Arkfall level is open but enclosed, with two distinct levels: the interior opening where players battle multiple enemies in order to release valves which open the second level where the major enemy resides until disturbed by the players. The players then have to defeat the major enemy in order to obtain the encounter's treasure. If the major enemy is not defeated (which is a fairly common occurrence) then the loot is not obtained. The major enemy has a countdown timer and if it is not defeated before the timer runs out, the players are kicked out of the level back into the open world.
FPS - Half-Life 2
Half-Life 2 is a single player FPS. It has a generally linear design consisting of separate progressive chapters, however all chapters have hidden areas incorporated and the player is rewarded for discovering these areas, usually with an achievement, a cache pickup, or an area of interest. The game requires the player to use tactics in some areas to defeat enemies, such as exploiting environmental hazards, and utilises a lot of physics based puzzles to allow the player to proceed.
Each chapter has a different and unique setting. The player starts in a town environment in City 17, proceeds through canals on a small airboat to a scientific research facility (Black Mesa East), through a zombie infested town, along a coastal area in a dune buggy, into a prison complex, back to the city, and then into the Citadel which is a towering alien construction above the city, where the final battles and confrontation take place.
In chapter Water Hazard, the player proceeds on an airboat through a system of waterways in a generally empty industrial area. The player needs to navigate through hazards such as explosive barrels in the water and over obstructions by opening gates. The player also has to battle enemies along the way, either while on the airboat which is armed, or on foot and shooting or throwing grenades.
(on foot)
This particular chapter is marked by a visually stunning sunset, which progresses further as the player proceeds through the chapter. The player moves forward into the sunset as they go along the level. There is an opportunity to discover hidden areas such as the singing vortigaunt cave, which unlocks an achievement and also provides the player with health and energy pickups. Enemies are spaced at fairly regular intervals and the player can decide how best to defeat them using the tools at their disposal. Once all enemies have been defeated, the player reaches their goal and progresses through to the next chapter.
Endless Space is a turn based strategy game set in a far distant future. It can be played either single player against AI or multiplayer. It is set in a randomly generated galaxy, the size of which is determined by the player. The aim for the player, as one of several different civilisation options, is to discover the galaxy, unlock technological advancements, colonise new planets and solar systems, exploit resources, form alliances or enemies, and thereby achieve a victory through either military, diplomatic, scientific, or economic means (or a combination thereof).
Complications are added by 'wonders' left by a previous extinct civilisation, cosmic events and disruptions discovered through exploration which may have a positive or negative effect, the approval or disapproval of the civilisation the player is managing (unhappy citizens will go on strike which cuts production output down drastically), and rival civilisations with which the player can trade with or conversely fight with.
If the player chooses to fight, the game then moves to a cinematic real time environment for space battles. If the player does not have the military might to defeat enemies in these space battles, the fight moves to a planetary arena, and the player may lose colonised planets (and therefore their resources) to the enemy. If the player's home planet is lost the game is over.
The game features fluid gameplay with soothing electronic background music. It has a complex ruleset but a simple GUI to access it with. There are no discrete levels, however the player progresses through colonisation, discovery, and unlocking resources and technologies. It is then up to the player how to utilise their discoveries.
(in my galaxy, everybody is happy. and that's an order!)