Posted July 27, 2013
I love FPS games from early to mid 90's because of their level designs. Medium sized, semi-linear playgrounds filled to the brim with secrets. By semi-linear I mean that there is a certain route to be taken to complete the level, but wandering and backtracking are allowed, and there are sometimes alternate routes. The fact that many times the singleplayer levels also acted as deathmatch levels, tells something about how non-linear some of them were. Doom, Duke Nukem 3D, Blood, Shadow Warrior and Redneck Rampage are all good examples of this kind of level design.
This made me wonder... How come this style of level design disappeared in the late 90's? Did Half Life make the "roller coaster spectacle" -style level design that much more popular? From a design standpoint, I can see that a guided journey from point A to point B is much easier and faster to make and keep interesting than a sprawling playground, but IMHO it isn't nearly as much fun to play.
Could the increasing budgets for AAA games also explain favouring simpler levels? With so much money at stake, they feel the need to minimize risks and make the games appeal to the widest possible audience. I know that not all people have good spacial awereness. Heck, most players today would probably get hopelessly lost in the first level of Duke Nukem 3D. Yes, non-linear levels can be tasking and sometimes a bit cryptic (I'm looking at you, Duke Caribbean. Hiding essential switches as if they were secrets? Seriously?), but for me the big part of the fun is to study the level and search every nook and cranny for goodies.
What do you people think? Should this kind of level design make a comeback, or is it just a relic of an era long gone?
This made me wonder... How come this style of level design disappeared in the late 90's? Did Half Life make the "roller coaster spectacle" -style level design that much more popular? From a design standpoint, I can see that a guided journey from point A to point B is much easier and faster to make and keep interesting than a sprawling playground, but IMHO it isn't nearly as much fun to play.
Could the increasing budgets for AAA games also explain favouring simpler levels? With so much money at stake, they feel the need to minimize risks and make the games appeal to the widest possible audience. I know that not all people have good spacial awereness. Heck, most players today would probably get hopelessly lost in the first level of Duke Nukem 3D. Yes, non-linear levels can be tasking and sometimes a bit cryptic (I'm looking at you, Duke Caribbean. Hiding essential switches as if they were secrets? Seriously?), but for me the big part of the fun is to study the level and search every nook and cranny for goodies.
What do you people think? Should this kind of level design make a comeback, or is it just a relic of an era long gone?
Post edited July 27, 2013 by NerdKoopa