Wednesday, July 28, 2010

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?

i would develop a air hockey game, because of the ease of use and the fun involved in playing a air hockey game (top down view). also because an air hockey game would use the required CPU usage from the 80's, being similar to pong.

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.

depending on the game type, the game play methods have remained relitivly the same (example, in shooting games "waves" of enemies come after the character, or in fighting games there are 2 characters on screen usually on a side scrolling maner although some of the newer fighting games have rotation in the levels). technology has played a major part in the games industry allowing for more awesome level design as time progresses in the 80's it was plain colour backgrounds in pacman and space invaders as such, but the industry has progressed to full detail jungles, city's and oceans of 3d space.

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.

the first level in "Crysis" a FPS game in very linear, but gives the impression of a vast jungle, but beyond where you are there is nothing besides your single path. in the fighting game "stret fighter 2" there a very small levels, which are basically just a background and barriers stopping the players from escaping the map at the left anf the right. in a game like "H.A.W.X" there are extremely vast levels, being a flight sim game the player covers vast distances of map at speed. so the level must relate to the player requirements depending on the game type.