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Re: Shield and Sword - The Broken Chord *long as h | |
Posted By: Leviathan <levihoffmeier@gmail.com> | Date: 5/16/12 3:47 a.m. |
In Response To: Re: Shield and Sword - The Broken Chord *long as h (uberfoop) : Spatial breathing room shouldn't just be a bandaid stuck onto a game to fix : the symptoms of modern level design. It's not just about preventing a : negative. : There are aesthetic and narrative uses for it. I agree, that's why all my level designs tend to be huge and cover vast swathes of open areas, areas often unused for specific combat purposes. In my dream game, there's plenty to explore and areas to play around in, Terminals and skulls to find, and pretty seaweed and grass to stare at. I only try to force the player into a linear play area at times, and then make up for that by alternating with areas that are full of freedom and space. The first area of this level is exactly that. It's a mystery and you're free to tackle it any way you like. I'd want it to feel like you're dropped in the middle of a park somewhere and you're free to figure out how to find your way home. I'd want the openness and freedom to feel a little daunting here.
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