12/1/2022 0 Comments Doom 2 logoI claim that there isn't much merit in this rather famous send up of modern shooters:īecause, yes, modern shooters are idiotic - but bringing back item-hunting, backtracking, and obscure secrets is not the way to improve them!Į veryone knows Doom is chock a block with fun trivia and clever uses of technology, but are there interesting challenges in it, that's what I'd like to know. It's certainly required reading for students of 3D level design, and anyone wanting to design a game that takes advantage of new technology, but it just doesn't seem very clever to me (in comparison with, say, Super Mario 64). I came to the conclusion that, in the grand scheme of things, the design is not that interesting. I spent some time trying to "read" it and watching Liz Ryerson's cool talkthrough of the episodes. Some level designer a few decades from now might stumble across that page and say - "hey, yeah, I'll do that!".įinal note: Doom's level design is obviously historically important and certainly intriguing on a number of levels. It's very easy, and it means that this concept might last for longer than this blog post. I have just set up a Tvtropes page for this thing - and I encourage you all to add to it if you have any examples. Here's another example in a room that you enter at a slight angle: This isn't sophisticated psychology or anything, but it does feel a bit different from just forwards, in the direction you're looking, the whole time. This might be useful if you'd like them to see something specific, or to take in their environment properly. It also gives a subtle sense of progression: I saw the exit, then I went somewhere else, and it brought me around to the place that I saw. So, the horseshoe is a very simple way of making sure that the player is likely to look at every wall of a room, which they wouldn't necessarily do if was a straight line to the exit. He uses the word like oh you must have heard of this level design technique.
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