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The lost art of Psychological Level Design


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#51
Jorji Costava

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Only shapes that have any psychological effect on me are those of anatomical differences that girls have and guys don't. Good luck incorporating those into level design.

 

Not a video game, but this is pretty much what 1979's Alien did with the set design for the space jockey's ship:

 

spaceship_vagina.jpg


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#52
ZipZap2000

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Only shapes that have any psychological effect on me are those of anatomical differences that girls have and guys don't. Good luck incorporating those into level design.


In Dantes Inferno there was literally this. Walking Vaginas with teeth that came out of a giant zombie demon queens nipples. Taking place in a tower created on the (5th?) level of hell by her overwhelming sex drive.

It really was the most atmospheric game ever made. Hell was real.

#53
Oldren Shepard

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well ...

http://assets2.ignim...37bb28_765w.png

http://i.imgur.com/9S3aq4q.jpg

http://assets2.ignim...37bb29_765w.png


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#54
Chealec

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Dark Souls is arguably my favorite game of all time, but I can't say that has anything to do with symbolic shapes resonating with me psychologically - it's more to do with each environment feeling like it has a deliberate story attached, through item descriptions and sparse dialogue. 

 

... and some clever pathing design (in the original at least); the number of times you just drop a ladder or activate something and find that it all loops back on itself - made it feel like it was an actual physical location somewhat rather than just long gamey linear corridor.


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#55
Il Divo

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... and some clever pathing design (in the original at least); the number of times you just drop a ladder or activate something and find that it all loops back on itself - made it feel like it was an actual physical location somewhat rather than just long gamey linear corridor.

 

I'm replaying the trilogy back to back right now. I love 2 and 3, but nothing can match the original, in my eyes. Everything about the setting just feels so meticulously placed. 


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#56
TurianSpectre

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

BREEDING REQUEST ACCEPTED!!!

I just died!!! HAHA  :D


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#57
TurianSpectre

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already my mind is blown with what this game may offer



#58
Nixou

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... and some clever pathing design (in the original at least); the number of times you just drop a ladder or activate something and find that it all loops back on itself - made it feel like it was an actual physical location somewhat rather than just long gamey linear corridor.

 

 

Also known as the "modern game discover old-school adventure games level design".

Believe it or not, it used to be all the rage back in the day.



#59
Pearl (rip bioware)

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Something something level design something...
 
 
 
... and nobody has mentioned Dark Souls yet?
 
What have you done with the real BSN? I wash my hands of this invasion of the bodysnatchers weirdness...


I was going to when this thread was first posted, but decided I already suck From's dick enough around here. Plus it's not really "psychological" in the way the word salad of the OP defines it.
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#60
General TSAR

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So what I'm getting from the gibberish of the OP post is that level design nowadays is bad because there's too much details?

The games nowadays are full of details and often game designer tend to forget how powerful this basic shape can have, probably because they are distracted by other things and thinking, mainly, I guess, to fill the levels and enviroments with details like fornitures, pipes, objects and so on.

Yeah, how dare the designers try to make locations that look like they are inhabited/make sense they should instead make pseudo art galleries.



#61
Fixers0

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So what I'm getting from the gibberish of the OP post is that level design nowadays is bad because there's too much details?

Yeah, how dare the designers try to make locations that look like they are inhabited or make sense they should instead make pseudo art galleries.

 

Well, in certain instances it could be beneficial to go for a  more minimalistic aesthetic, on thing I noticed that as the series went on, enviroments, such as rooms and hallways became more cluttered, this isn't a problem in itself, but the assets were so generic that I could have sworn to have seen the same furniture being used on more than dozen different planets.


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#62
General TSAR

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Well, in certain instances it could be beneficial to go for a  more minimalistic aesthetic, on thing I noticed that as the series went on, enviroments, such as rooms and hallways became more cluttered, this isn't a problem in itself, but the assets were so generic that I could have sworn to have seen the same furniture being used on more than dozen different planets.

I enjoy minimalism when its done right like in Dark Souls, the OP is trying to apply minimalism without thinking if it makes logical sense which is part of why his topics are so...controversial. 



#63
AlanC9

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I'm replaying the trilogy back to back right now. I love 2 and 3, but nothing can match the original, in my eyes. Everything about the setting just feels so meticulously placed.


I don't know if I'd include the UNC missions in that.
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#64
Il Divo

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I don't know if I'd include the UNC missions in that.

 

Dark Souls, Alan, Dark Souls.



#65
AlanC9

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Whoops. Lost the thread there.

#66
DeathScepter

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Stay Classy BSN.



#67
XxX_DogeID_XxX

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u tink telkin big wurds wil maek u luk smert? i bit u dunt evun knu huw mach is cheese + 1 haahhaha idieoat


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#68
DeathScepter

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u tink telkin big wurds wil maek u luk smert? i bit u dunt evun knu huw mach is cheese + 1 haahhaha idieoat

 

 

this why i worry about humanity's future at times.


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#69
Pearl (rip bioware)

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u tink telkin big wurds wil maek u luk smert? i bit u dunt evun knu huw mach is cheese + 1 haahhaha idieoat


this is some 9gag-tier mumblefuckery

shoutout to Bioware's top-notch word filter for allowing me to swear completely unhindered

Modifié par Pearl, 04 juin 2016 - 04:07 .

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#70
XxX_DogeID_XxX

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this is some 9gag-tier mumblefuckery

shoutout to Bioware's top-notch word filter for allowing me to swear completely unhindered

The translation is! "Haha you think talking big words will make you look smart? I bet you don't even know how much is cheese + 1 haha idiot" Enjoy!



#71
Pearl (rip bioware)

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The translation is! "Haha you think talking big words will make you look smart? I bet you don't even know how much is cheese + 1 haha idiot" Enjoy!


Oh I understood you. I just think you're trying way too hard.

#72
RZIBARA

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Meh, sure if it works out. 

 

What I am more concerned about is that MEA provides enjoyable enemies to fight. 

Mass Effect 3 was great in this respect, especially in the MP. Each faction had several different enemy units with their own strengths and weaknesses, and each faction felt different when fighting them. 

 

I'd really like BW to continue this style, it made ME3 alot more interesting gameplay wise than the other 2 games.


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#73
XxX_DogeID_XxX

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Oh I understood you. I just think you're trying way too hard.

Noted.



#74
ZipZap2000

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Noted.


Ted: Know, Ted?

Red: No, Ted.

Fred: Noted.
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#75
Chealec

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I was going to when this thread was first posted, but decided I already suck From's dick enough around here. Plus it's not really "psychological" in the way the word salad of the OP defines it.

 

Ye-es but the premise that "squares and circles make people feel .... stuff" with regards to level design is completely trumped, in importance, by actual, well, level design so I figured Dark Souls was worth a mention ;)

 

(the new Doom's not too bad in this respect either)