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In 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
by brenschluss 10y ago
In 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?"