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Plenty great games came from exploring a a game mechanic more than from a level design. There are really a lot of games where the look of something can really m
by duiker101 10y ago
Plenty great games came from exploring a a game mechanic more than from a level design. There are really a lot of games where the look of something can really mean nothing at all.
In today's industry an overlook like this might be useful in level design but I can't really see it having a big impact on the actual development of the gameplay as long as you know what actions the player can perform you don't need to know where they are going to be placed or what they will look like.
- brenschluss 10y agoIn Zelda's case, the level design _is_ the game mechanic - where you have to go to get a key, how the game forces you to double back in a dungeon, falling from one floor to the other through a hole, etc.
- duiker101 10y agoI disagree, all the things you listed are game mechanics, but they have nothing to do with level design. as a developer I should have all this different mechanics working independently of where they are in the level.
- brenschluss 10y agoYou speak as if "how the level design" comes after "what mechanic the game needs". I think it's simultaneous. For example: If I say "Oh, it would be really interesting if there's a Dungeon of Reflection in which the entire dungeon is symmetrical, and the monsters always copy the character's movement", then that would require some careful level design, which having worked out, could translate into a mechanic. Operating in reverse is much more difficult and ends up stuffing mechanics into a sense of play. "It's easy in code to make the character teleport! Now.. what should we do with this?"