I would like to see the level game designers think about what does mean Psychological Level design, an art that for me has been forgotten and nowadays totally overlooked.
The levels design in ME trilogy are good, don't get me wrong, but they miss something important:, an underlying structure that was the base of older games in the likes of Doom or even better Doom 64, or even even better The Thief,
I want to explain: back in the days, graphics were much more primitive and lacking in details, so the game and level designers were forced to study the layout of a level to make it interesting. They were forced to think in terms of simple geometry, square rooms, cylindrical spaces, cubes and so on.
Stanley Kubrick was a master in this respect, he was using those primitive forms to create scenes, and shooting sequences, he was thinking psycologically knowing that simple geometrical forms are highly simbolic and resonate in our mind powerfully.
Nowadays this art has been lost as game designer (well, not all) tend to get lost into the details of a scene, compared for example a level in The Thief and any other modern game, the difference in details is stunning.
I dont pretend to go back to that level of simplicity, but just remind everyone how important is to think in terms of create a design that resonate psychologically into the mind of the player.
Circles, Squares, Cones, Rectangles, and careful combination and of them can really plasm emotions in our consciousness.
I hope the level designers of Andromeda are aware of this.
What do you think?





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