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The lost art of Psychological Level Design


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#1
raulraul12345678

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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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#2
Seraphim24

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I wasn't really the biggest Thief fan... I mean I get what you are saying, but like the levels in different ME games produced profoundly different experiences for me personally. I won't name the numbers, but nonetheless....... but it kind of varies by exact point and point so much it's hard to say any particular game encapsulates the spirit more than any other.

 

As for Doom the appeal of that series to my recollection was the kind of varieties of weapons and monsters, secrets, alternate paths, the levels themselves outside of the intro ones in each of the new sub-levels tended to fall into a sort of pattern, at least, that's what I remember.


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#3
Donk

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The art of pseudointellectual gibberish - BSN edition
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#4
ZipZap2000

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*Pours a little Ryncol on the curb for the lost arts*

*Salutes a statue of Rick Astley*

*Suicides by shotgun*
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#5
Zarro Khai

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Wow, BSN is really running out of topics to discuss eh? Bioware needs to update us soon lol.


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#6
Zazzerka

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I mean I get what you are saying

 

I don't believe you.


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#7
ZipZap2000

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I don't believe you.

 

 

Your scepticism does not matter. When the Protheans uplift us as their chosen sapiens, the Galaxy will bear witness.



#8
wolfsite

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What do I think?

 

 

I think I'm going to go get a sandwich.


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#9
Hammerstorm

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*Pours a little Ryncol on the curb for the lost arts*

*Salutes a statue of Rick Astley*

*Suicides by shotgun*

 

Heresy!!! How dare you pour the drinks of gods on the ground!

 

(For not to talk about the biohazard that might create)



#10
ZipZap2000

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Heresy!!! How dare you pour the drinks of gods on the ground!

 

(For not to talk about the biohazard that might create)

 

There is but one Biotic God and Shepard was his Prophet.


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#11
Nixou

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The levels design  in ME trilogy are good

 

 

They're not.

The Mass Effect Trilogy got many problems, design-wise:

  • Hubs supposed to be enormous cities where everything is within walking distance of the entry point
  • Overuse of the same tiny number of assets in ME1
  • Linear dungeons that became more and more structured like a succession of shouting galleries that left little to no room to exploration.
  • Too many segments in the ME3 campaign that clearly were multiplayer maps recycled for the single player mode.

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#12
Zazzerka

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Your scepticism does not matter. When the Protheans uplift us as their chosen sapiens, the Galaxy will bear witness.

 

Averaging at between 150-200 kilograms per specimen, no-one is going to be doing much "lifting" of the krogan, prothean or otherwise.

 

Spoiler


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#13
ZipZap2000

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Averaging at between 150-200 kilograms per specimen, no-one is going to be doing much "lifting" of the krogan, prothean or otherwise.

Spoiler



And that's just my quad, princess. Now clench your teeth and prepare for impact.

BREEDING REQUEST ACCEPTED!!!
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#14
SKAR

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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?

got my fingers crossed.
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#15
AlanC9

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Somewhere in that mess of an OP there's a serious discussion trying to get out.
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#16
raulraul12345678

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thank you! :-)



#17
von uber

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I suspect the level design of hl2 is a place to start as a good example.
Lots of videos on t' yowchoob analysing those in depth.

#18
Seraphim24

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The ME levels are more interesting than Thief and Doom though so I'm like... :huh:



#19
Cyonan

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I'm not entirely certain why you're going on about geometric shapes, but Thief 2 is one of the best games of all time and one of the few games to actually get stealth right so I don't hate the idea of more developers looking at it.

 

Especially since it had brilliant level design.


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#20
Seraphim24

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Thief 2 seemed interesting but ultimately kind of lame to me.



#21
Cyonan

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Thief 2 seemed interesting but ultimately kind of lame to me.

 

It's a game you have to really enjoy stealth for, because Garrett is so bad at combat he'd probably be better off using harsh language than the sword.

 

but it has some really strong level design. Lots of ways to approach the mission and lots of hidden stuff to find.


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#22
Seraphim24

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It's a game you have to really enjoy stealth for, because Garrett is so bad at combat he'd probably be better off using harsh language than the sword.

 

but it has some really strong level design. Lots of ways to approach the mission and lots of hidden stuff to find.

 

I thinik that was it, it emphasizes stealth to the point of mania.

 

I'd rather play MGS to be honest.



#23
Innocent Bystander

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You want squares? Then I insist on poly-dri-doc-deca-wee-hedron-a-hexa-sexa-hedro-adicon-a-di-bi-
dolly-he-deca-dodrons.
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#24
DeathScepter

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*talks to a Scientist; wonders what type of projects we can uses with people in this thread*


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#25
Remix-General Aetius

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I think I'll go take a leak.