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Examples of Brilliant Level Design

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    Examples of Brilliant Level Design

    Every game has its own set of core gameplay mechanics. You shoot a gun, swing a sword, jump over things, or what have you. The best games have intuitive control schemes which make these mechanics feel natural and simple.

    The best games, of any genre, will gradually give you new challenges which require more and more of your abilities with the core mechanics to shine. Some games might offer several sets of mechanics; any game requiring vehicles, for example, offers new sets of core mechanics to learn, which will, in good design, become integral to the game in the same way as the basic movesets do. I would generally consider the use of lots of minigames as an example of bad design, particularly if these minigames are especially relevant to advancing forward. Unless the minigame involves the usage of the same skills you've already been building, it shouldn't be placed anywhere important- the end segment of Resident Evil 4 is an example of bad minigame usage. In short, by the end of the game, you should feel natural enough with the mechanics to overcome any obstacle the game throws at you.

    One way to give the player new challenges to test his abilities on is through enemy design. The enemies should get tougher as the game progresses, and under good design principles, offer new challenges. Any RPG where the enemies simply gain large stat upgrades but otherwise remain unchanged is an example of bad design, because it isn't giving you a NEW challenge. It's simply forcing you to repeat the same challenges you've already overcome, but in arbitrarily more difficult circumstances. Well-designed enemies should force you to do different things, to react in different ways, and even to question your previous methods of play.

    Another way is through the level designs. Good level designs should ultimately provide the player with new and interesting situations in which to use the abilities they've been learning. As with enemy design, they should constantly tighten up and force the player to become better, but they should also provide something they haven't done before. The Castlevania series, post-SotN, has levels that, while remaining interesting via their connections to each other and the treasures they house, fail as traditional levels because, by and large, they're all completely flat and void of any real interaction. Compare this with, say, the Genesis Castlevania Bloodlines, which pushes the envelope with chase sequences, environmental hazzards, and even distorted graphics outputs, and it's readily apparent that, as good as the newer Castlevanias may be, the emphasis on traditional level design has been all but abandoned. The Mega Man series is another interesting example: while the games are generally considered to be all but identical to one another, the truth is that, while the core mechanics remain the same, the level design varies greatly. Despite "playing" the same, some of the games are incredible, and some of them are complete dreck.

    So what games do you think showcase the best level design? What 2D games do you think showed you the most variety through only a single set of controls and abilities? What RPGs kept you interested in traversing the dungeons not just to progress the story and find new stuff, but genuinely to PLAY those dungeons? I want to know your favorite examples of good level design in any genre, in any way you deem fit.

    I'll get the ball rolling with Rocket Knight Adventures, for the Genesis. It has, to this date, the best level design I've ever seen anywhere, period. It only makes use of two buttons, and you never learn any new abilities, but the game stays INCRDIBLY fresh by virtue of throwing a new and creative challenge at you every time you progress. After the first level, which teaches you the basics of the system, not a single level afterwards has a single blank corridor or relies excusively on enemies to keep you moving. There are chase scenes, most of which are amazingly tense, there are flying scenes, there are anti-gravity, walking-on-the-ceiling scenes. One level has your character obscured behind foliage, and forces you to navigate via his reflection in the instant-kill lave beneath you. Another has you racing from teleporter to teleporter to reach an exit door before a lethal enemy beats you to it.

    And for the record, I think the Mega Man with the best level design is 5. For the NES.

    Gimme examples, biznatches.
    Last edited by BeeZee; 10-17-2006, 03:33 AM.

    #2
    Re: Examples of Brilliant Level Design

    I'm gonna say Landstalker and Alundra before Mora can get here.

    The puzzles actually make you feel good as you solve them. Even the difficult ones that require several tries; you practice and learn where to shave off seconds for a timed switch or where to place the next block for better leverage. The learning curve is perfect. The music doesn't get repetitive while your figuring stuff out. Very rewarding.
    Oh my god! You are so beautiful.
    I had no idea how beautiful you were.

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      #3
      Re: Examples of Brilliant Level Design

      Metroid Fusion. Yeah yeah. It's really linear and on rails (until it opens up at the end). Upon playing it again I really don't think that the linear progression of it is a bad thing. The single path alows for some awesome set pieces in every stage. The setting is perfict. It's unified because it's all in the space station but the eviromenatal labs alowed for a great degree of veriation and setting. There is a major theme/goal/set peice to each setion of the game as well. Consider the eviromental ducts in section 1, or the larve in TRO, the ice X-Parasites in ARC, or the Super Robot in LAV? Plus the exploration (while not as free form as in Super Metroid, but it's not suposted to be) is expertly opened when you learn you can travel from one lab to another through secret passages. The game has practly the same move set as in Super Metroid but manages to offer a compleatly new experiace. Yet it never stops being Metroid.

      Brilliant game.

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        #4
        Re: Examples of Brilliant Level Design

        CONTRA.

        Especially the ALIEN WARS.

        Because NOTHING beats the fourth level. NOTHING.

        The Contra level designs are just crazy!
        Despite what you think, I am very, very real.

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          #5
          Re: Examples of Brilliant Level Design

          As for RPGs FF9 trys to put something more in each dungeon beyond chests, passages, and battles. The first dungeon of the game has the ice walls that you can open to get more treasure, and the cold wind blasts that will trigger battles. Then there's the place with the bug cart things, and the one where your good equipment become worthless and you have to find shitt equipment to do damage (Didn't figure that out on my first play through and went through the whole thing with magic).

          RPGs are tough. Man. Can't think of many with neat level design.

          I'm going to site a bad example here. Wind Waker. I despised those dungeons. They felt like rehashes of OoT's. The puzzles were uninspired and repetius. (How many times did I have to shine my shield at a lock in the Earth Shrine?) Plus they were too long. Especially the Wind Shrine. That thing took forever to go through. And then the treasures are basicly locks to key puzzles. For example, in the wind shrine you can see places to grapple, but you can't use your grappling hook. You have to get the hookshot. A new key for a new kind of lock. The Deku leaf, the grappling hook, the hookshot, the mirror shield. All of these are keys for different locks.

          I hope the devs learned their lesson and Twlight won't be even more of the same.

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            #6
            Re: Examples of Brilliant Level Design

            okami

            Comment


              #7
              Re: Examples of Brilliant Level Design

              Resident Evil 4, the game stayed fresh right until the end. Barely any backtracking whatsoever! Sure it handed out ammo like candy, but it was survival in a new aspect. And if I ever did get low on ammo, I'd do a quck slash to the face and round house kick my foes to complete pwnage. Makes me want to play it right now just thinking about it.

              And for RPG's Dragon Quest 8, everything in the game was so beautiful, I just wanted to keep on going to see more. More areas, monsters, I have never played a game so polished in its own genre. Plus the battle system was anything but a mashin the x button fest.

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                #8
                Re: Examples of Brilliant Level Design

                Pretty much any Prince of Persia game.
                If you don’t like the Revolution controller, you are fundamentally part of the problem and killing the ****ing art form. ~Kieron Gillen

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                  #9
                  Re: Examples of Brilliant Level Design

                  Mario 64. For back then the designs where pretty neato!

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                    #10
                    Re: Examples of Brilliant Level Design

                    Edward's Quest. Brilliance in it's purest, untainted form.
                    Keep the change.

                    Comment


                      #11
                      Re: Examples of Brilliant Level Design

                      Originally posted by Loki
                      As for RPGs FF9 trys to put something more in each dungeon beyond chests, passages, and battles. The first dungeon of the game has the ice walls that you can open to get more treasure, and the cold wind blasts that will trigger battles. Then there's the place with the bug cart things, and the one where your good equipment become worthless and you have to find shitt equipment to do damage (Didn't figure that out on my first play through and went through the whole thing with magic).
                      I'm gonna add to that and mention how FF9 seemed to have a large amount of bad status effects and monster attacks to deal with. Oh how fun it is to input an attack, and have the enemy cast Mustard Seed on that character before he uses it. (Those not in the know, Mustard Seed makes a character instantly die if s/he attacks.)

                      Super Mario 3 had some interesting level designs. Like 5-2, where you can either take the level above ground, or below it. Or the World 4 Airship, where you're dealing with a slow-moving level with a whole lot of rockets shooting fire in every direction.

                      Although more than that, I'd have to say they did a good job with Yoshi's Island. That game just screams quality.
                      "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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                        #12
                        Re: Examples of Brilliant Level Design

                        I got lost in Metroid Fusion, but maybe I'm just a retard...I get lost in all the metroivania games.

                        Ninja Gaiden 1 and 2's levels flowed sooooooo nicely. I'd come back to play them just cuz it made me happy.

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                          #13
                          Re: Examples of Brilliant Level Design

                          All of Jak and Daxter.
                          Those guys wrote the book on level design. And it unfolds just like the way BZ says it should. Minigames, though you have to do each of them at least once to progress through the game, stay to the side for fun. As you progress through the game you're challenged to learn all the moves so that once you reach the final stage you're an expert at playing Jak.

                          That it's all in a seamless environment too shows how well thought out it had to have been.
                          Last edited by Denmo; 10-17-2006, 01:46 PM.
                          ...and that's why.

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                            #14
                            Re: Examples of Brilliant Level Design

                            Shin Megami Tensei series.... they are very creative with there dungeons.
                            I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475

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                              #15
                              Re: Examples of Brilliant Level Design

                              Originally posted by Vessel of Jamos View Post
                              Shin Megami Tensei series.... they are very creative with there dungeons.
                              Nah, their dungeons are usually some kind of maze/warp combination that’s more frustrating than truly challenging.

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