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Ultimate Game Design : Building game worlds

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you just saw in your mind blends into your level, arena, or playfield. See it right there<br />

on the big screen in your mind!<br />

As you develop this ability, you’ll be able to “move a camera” around in your mind,<br />

even view your levels at different strata sometimes. Believe me, it’s okay if it seems<br />

hard at first. Trying to think in 3-D is hard for many of us (2-D was hard enough). I<br />

think you’ll find this mental projection technique, for lack of a better term, very useful<br />

in “seeing” <strong>game</strong> mechanics and in “seeing” your levels. As you build up this ability,<br />

you will probably be able to “see more” at once than when you began. You’ll see<br />

how the combat system details will work, or what might make for an odd, loveable,<br />

miniature golf course set along the spine of a whale—and most importantly, why it<br />

works for the <strong>game</strong>.<br />

The Early Evolution of Levels<br />

C H A P T E R 2<br />

When I speak of “levels,” for the moment, I mean everything from a 2-D platform<br />

shooter with a boss at the far right end to a fully robust 3-D first- or third-person level.<br />

In this context, I’m even talking about maps and missions for RTS and RPG titles.<br />

Levels, maps, and missions start as concepts that aim to service an over-arching <strong>game</strong><br />

vision. Conceptually, perhaps we are trying to re-create something historical, like a section<br />

of World War II’s Battle of the Bulge. Maybe our level is simply driven by a twitch<br />

mechanic or fast-action mechanic. Our task is to try to build levels that support this fact<br />

in the best way possible, in the most interesting and challenging way possible.<br />

I’ve mentioned and recommended the importance of planning. We have to know<br />

where we’re going. In <strong>game</strong> development, however, getting there is a process of evolution.<br />

It would be nice to have the guarantee that we could simply execute the plans<br />

for a given level in a <strong>game</strong> exactly as conceived. It rarely seems to happen this way.<br />

Don’t get me wrong, we still need every bit of our planning and concepts. Yet, <strong>game</strong><br />

fundamentals spring out and make themselves apparent in a number of ways. Levels,<br />

as <strong>game</strong> components, evolve too—in a number of ways.<br />

Technology forces shape design and establish the limits. As a design team, you<br />

can’t do what the code won’t. As a design team operating in a production environment,<br />

you can’t do what you can’t afford from a pure resources standpoint. There<br />

might be great “<strong>game</strong> support reasons” for implementing a certain ability or feature.<br />

The reality is that it might not make it due to technology limits, unmanageable frustrations,<br />

experience issues, or a number of other factors.<br />

Levels evolve in two important ways. First, they sometimes evolve according to<br />

your <strong>game</strong> vision. This is the best possible case. They evolve the way you had hoped<br />

they would, given enough refinement. You test and reject or test and alter <strong>game</strong> ideas,<br />

based on pure technology support. Second, they evolve in ways you would not choose,<br />

in ways you would prefer they didn’t. In these cases, you are sometimes not able to accomplish<br />

the kind of specific <strong>game</strong>play you seek due to soft factors like software tool<br />

43<br />

Level Planning and <strong>Building</strong>

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