04:23 1- Good level design is fun to navigate. 06:47 2- Good level design does not rely on words. 10:46 3- Good level design tells what to do but never how to do it. 13:35 4- Good level design constantly teaches. 16:06 5- Good level design is surprising. 21:07 6- Good level design empowers the player. 25:16 7- Good level design is easy, medium, and hard. 28:13 8- Good level design is efficient. 32:55 9- Good level design creates emotion. 37:26 10- Good level design is driven by mechanics. 41:50 Recap
18:00 One of the greatest paradigm shifts has to be Halo 1, with the Flood mission. The buildup to that was so out-of-nowhere and terrifying, wondering why the Covenant were afraid, or dead before you got there.
I clicked 41:49, saw the text on the stone tablets, paused, tried to read it, thought "Ha-ha, good joke. But too bad there is no summary and I will have to watch the whole video now", then unpaused and the actual summary appeared.
The Ishimura scene in deadspace 2 is the most horrific part of all horror games i ever played. nothing happened all the time but the psychic terror to go throuw that ship that nearly killed me in the first game ... and remembering all the terrors ... it was horrible ... the worst i ever felt while playing a game .. i loved it!
This remains one of the most important and relevant game design talks I've seen. I find it useful to see the recap at 41:50 from time to time, but once in a blue I'll watch the whole thing again to catch small but very useful things I might have neglected in my recent designs.
i guess one way to provide ammo for a boss without spoiling is putting the armor on the boss stage, or through minions that drop ammunition, maybe even increase the drop rate on normal monsters before a boss instead of straight giving the ammo, like an unaware enemy that is actually just there to give you the items you need for the next battle
55:40 I had that problem even before I started learning game design, even as a small child. You can almost always tell when a boss is coming. If it's not items, it's something else, but there's always a strong tell. I don't think I've ever been surprised by a boss (except maybe the fish that ate me because I kept shooting the water in RE4, but the legit boss fight was not a surprise).
Seriously, seemed kind of like a slight directed at the presentor, he basically called him some kind of emotionally unintelligent brute who doesn't consume enough estrogen enriched soy.
imo, Level design is everything on a game, no matter how much you put in a game, without a good playground to use those features the game won't perform well at all
I'm a bit late but, What can you do have a magnificent playground but lack the ability to use it properly? I think that, games rely on its level design and its gameplay, how you move and what you can, whether you run, swim, fly, roll. So, gameplay gives you the abilitiy to play and then you're released on a playground to test them alongside with your skill. You can't have one without the other.
With good enough levels, you can even make gameplay meaningless like Abzu for example, so the level is the most important thing. Someone could make a very simple shooter and still be amazing just by having very interesting and fun levels wich aren't just a road with a bunch of walls
Well, I agree with you, but as far as I'm aware everything is very important including level design. If you have good level design but your mechanics are bad, that's gonna be equally rubbish.
That problem is probably a lot more prominent in RTS than other genre. There're quite a few new RTS games out there that looks pretty decent but I don't even want to play them, like Empires Apart, because they don't have levels at all, only random map skirmishes. For some players it's not a problem, but for me, an RTS game without a campaign story kinda feel pointless.
I absolutely agree! Gameplay and level design. My favorites: - Thief 2 - Shadow Warrior - Half Life 2 - Portal (probably the best level design out of all of these) - Super Mario - GTA 5
haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help. Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.
Glad I wasn't the only one thinking this when he got to talking about player empowerment. It's funny how his answer seems to imply that Journey is the first game that's ever made him consider that games could be about something other than purely player empowerment. Kinda amazing how far we've come in just the past several years.
This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design
Honestly, I think when designing a prison, the last thing you want is to make inmates feel imprisoned. If you make the whole thing feel open and inviting without compromising safety and security, you'll have a much better prison population.
Are you sure about this idea? Actually, there are people who will commit crime to improve their live, living in that prison. It will be better than their current lives.
@@johnnyfreetanga5506 If your society is awful enough that people are willing to sacrifice their autonomy and freedom for the "comforts" of prison, then your society is the problem.
so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down
Very nice Talk! Excellent general guiding rules; not just level design but for game design in general. Especially beginning from the desired emotional response and then selecting the elements that together create that emotion, is a really helpful way to do it / think about it.
I personally feel there's more emphasis around strategy when it comes to multiplayer games. Whether it's a 60vs60 shooter, or a co-op game like LBP, it's commonly down to players to find the best positioning to progress.
i love that there is no cheering and laughing. i hate those kinds of talks, it almost seems to me that they need shitty references because they think their topic is not interesting enough.
36:58 I remember that, It was so annoying. I fought so hard, and kept restarting the level before I got down to those last two guys because I thought I failed. I was kind of pissed when it ended up being waste of time trying to win it.
So like: "One of the principles for communicating the different aspects of any abstract concept is to not use the word identifying the concept that you're trying to indirectly reference in that sentence." Yes?
A good designer does not punish the player for doing something unforeseen. The best designers anticipate even that which is impossible and create something unique for that occasion that 99.9 percent of players never will see playing themselves.
Modern Warfare 2 wasn't done by Treyarch, but you gave them credit for good level design on it. [Edit] Though it sounds like Treyarch may have helped out on some maps around that time, hard to verify which games. Where'd you get this info?
Does 4. Pattern Analysis contradict with 5. Surprising level design? If the enjoyment is derived from when the 14:01 "human mind enjoys processes patterns for retrieval later", then how is "fun created through uncertainty"? 17:18
so true in ESO this happens a lot: a zillion dungeons looking similar with no real feel to them because they're modular and lifeless and look similar if they're in the same theme basket
Rockstar should take some notes. Let's look at RDR2 for an example. When it comes to the open world of that game, the level design is excellent. but in main quests it's so on rails it almost feels like QTE.
I can't figure out if i've commented already. UA-cam hard. But, i can't get past the "I'm about to spoil Deadspace 2" part. Been meaning to play it for years... And I always turn the video off at this point. How bad is the spoiler? I spend way more time learning than I do gaming and I really wanna finish this video lol.
The Original Ghost Recon level design as the first and only tactical open-terrain (not open-world) level design. Unfortunately the sequels deviate from the level design and tactical gameplay mechanics.
the part about a good design teaching something new is how i approach every dungeon in zelda botw, what is this sage trying to teach me ? and when i "cheat" i don't think the levels is bad, because the sage says " you are resourceful"
6:28 It's funny that a different talk by an Epic artist was given referring to this same level as visually incoherent and being highlightes as a major drop-off point for players. Of that data is true, this level is significantly less fun to play (it may still be fun to navigate - without enemies I suppose?) as players seemed to have been abandoning the campaign during this level.
Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.
30:30 WRONG! 343Guilty spark is a completely linear level it may fool you by it's similar looking rooms, but If you don't get lost in the maze there's no room you have to enter twice and especially not the forest! you come out at an absolutely diffrent place than you got into the underground facility. the only bi-directional level might be "assault on the control room" / "double betrayal" but these are seperate levels with changed geometry.
It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.
skyrim's "story", as in the quests and dialogue, is pretty boring. but the "story" of skyrim, as in the massive, beautiful open world of skyrim, free to be explored in any order, is still enchanting to this day i guess it would be classed as emergent story rather than explicit
Everytime he mentioned Bethesda was absolute bullshit. Pete Hines himself talked about FO4`s gameplay loop and it`s all about keeping the player engaged in the cheapest way possible with exploration and arbitrary rewards. The ""clarity of purpose" section mentioning Skyrim too, was debatable. It is almost the opposite of Morrowind's quest direction - which is verbose - with clear marks and "0/10" fetch quests. It's anti-exploration and immersion, which, for me, is a serious sin to be commited by such a big open world RPG. There's no connection to the world. That's bad.
though thats more of an level art kinda thing, to be fair alot of ds 1 was not perfected for mechanical playability. but yes DS1 really had and still has one of the best game level map design out there ( though demon souls kinda had a simular approch if you consider only the areas them self.)
i see no problem with speed running, unless it is a guy that never played the game before seeing another speed runner and just doing the same but faster, for example i fell sonic was made fr speed run, but you can only do that after knowing the maps, so it is a reflection of appreciation for the game and the correct way to be sonic in the game world, but i only think games with good replay-ability are worth it, and ds1 is such a game the gets better the more you know how to play, and it ties to one thing he said, good levels are easy medium and hard depending on how you want to play
Wait... Square-Enix Montreal make games? Aren't they a publisher in the US? I thought Eidos developed Hitman... sure they're a subsidiary of Square-Enix but they're still known as Eidos...
@@nicholayhovland4840 also a great point of view. The more I think about it the more I have to agree. Especially the point that in DS levels teach you rather than modern tutorials is a strong point.
*Good level design tells the player what to do, but now how to do it. *Good level design teaches the player without literally telling them anything. *"Rollercoaster Design" is when the intensity has peaks and valleys that slowly get more intense, until one final payoff at the end. The problem with this type of design is that it is very predictable. *Taking risks is important for creative game design. *When you're designing a region in your game, instead of thinking about what type of area you want it to be and then figuring out whatthe tone should be, figure out the tone first and then choose the type.
After playing video games for many years, I found Mirrors Edge a terrible game. And still do. For me, Far Cry 2 was a step in the right direction and felt like a very well thought out game by design. Far Cry 2, Socom games made by Zipper Interactive, the first couple of Splinter Cell games and the first couple of Tomb Raider games were standout games centered around design. Bioshock gave fantastic atmosphere in the game and instilled fear in the player but was a badly designed game.
04:23 1- Good level design is fun to navigate.
06:47 2- Good level design does not rely on words.
10:46 3- Good level design tells what to do but never how to do it.
13:35 4- Good level design constantly teaches.
16:06 5- Good level design is surprising.
21:07 6- Good level design empowers the player.
25:16 7- Good level design is easy, medium, and hard.
28:13 8- Good level design is efficient.
32:55 9- Good level design creates emotion.
37:26 10- Good level design is driven by mechanics.
41:50 Recap
Thanks, dont have time to watch this vid rn
@@not_herobrine3752 You spelled design wrong from #5-#10 but thank you :)
@@curranh.8328 welcome
@@not_herobrine3752 oh god I tagged the wrong person my bad 😂😂
@@curranh.8328 You are welcome anyways ;)
41:50 Recap
For any level designers who come back to refresh their minds but don’t want to watch the entire thing again.
Thanks!! That helps a lot!
Not all heros wear capes.
You’re My new best friend!
@@greggeverman5578 That is very sad.
Thanks bro. This guy walking from side to side is really annoying me.
"If the player does something you didn't expect, you should not chastise him, you should design it into the game." -- Dan Taylor
Well said bro
Wish Rockstar games followed that rule.
>implements in-game gold store to counter RMT
(:
He forgot rule 11 always add a water level
Don't forget the sewer level
Don’t forget the cave level
Where my poison swamp squad at?
You guys are forgetting about a lava level.
Don't forget the ice level with slippery floor
18:00 One of the greatest paradigm shifts has to be Halo 1, with the Flood mission. The buildup to that was so out-of-nowhere and terrifying, wondering why the Covenant were afraid, or dead before you got there.
Go to 41:49 for a summary, if you don't wanna watch the whole video.
I clicked 41:49, saw the text on the stone tablets, paused, tried to read it, thought "Ha-ha, good joke. But too bad there is no summary and I will have to watch the whole video now", then unpaused and the actual summary appeared.
I started the video, got bored quickly as he was going over nothing new (so far) looked at comments for a summary, found this. xD
Youre my new 2nd best friend! Congrats! :)
Just dumping another comment to promote this one. These comments are entirely helpful!
I think so anyway.
The Ishimura scene in deadspace 2 is the most horrific part of all horror games i ever played. nothing happened all the time but the psychic terror to go throuw that ship that nearly killed me in the first game ... and remembering all the terrors ... it was horrible ... the worst i ever felt while playing a game .. i loved it!
Physchological horror is best horror, and the scariest one
This made me realize that a Civ game is just one really long level
I've rewatched this talk at least 13 times by now
This was awesome! A real lesson by an experienced designer AND speaker. The way he connected each point of the presentation was gold.
This remains one of the most important and relevant game design talks I've seen. I find it useful to see the recap at 41:50 from time to time, but once in a blue I'll watch the whole thing again to catch small but very useful things I might have neglected in my recent designs.
i guess one way to provide ammo for a boss without spoiling is putting the armor on the boss stage, or through minions that drop ammunition, maybe even increase the drop rate on normal monsters before a boss instead of straight giving the ammo, like an unaware enemy that is actually just there to give you the items you need for the next battle
One of best level design talks ever recorded
55:40 I had that problem even before I started learning game design, even as a small child. You can almost always tell when a boss is coming. If it's not items, it's something else, but there's always a strong tell. I don't think I've ever been surprised by a boss (except maybe the fish that ate me because I kept shooting the water in RE4, but the legit boss fight was not a surprise).
Respect how he handled the first “question”- I’d not be sure how to respond.
Seriously, seemed kind of like a slight directed at the presentor, he basically called him some kind of emotionally unintelligent brute who doesn't consume enough estrogen enriched soy.
Love hearing insightful, simple to follow and practical tips from industry pros, thank you as always.
This is gold, thanks a ton!
What he said.
41:49 is the recap if you’re the TLDR type although I’d recommend watching it through because he gives great examples and elaborates on them.
6 minutes in and I already learned so much. Such a wonderful and useful resource.
imo, Level design is everything on a game, no matter how much you put in a game, without a good playground to use those features the game won't perform well at all
I'm a bit late but, What can you do have a magnificent playground but lack the ability to use it properly? I think that, games rely on its level design and its gameplay, how you move and what you can, whether you run, swim, fly, roll. So, gameplay gives you the abilitiy to play and then you're released on a playground to test them alongside with your skill. You can't have one without the other.
With good enough levels, you can even make gameplay meaningless like Abzu for example, so the level is the most important thing.
Someone could make a very simple shooter and still be amazing just by having very interesting and fun levels wich aren't just a road with a bunch of walls
Well, I agree with you, but as far as I'm aware everything is very important including level design. If you have good level design but your mechanics are bad, that's gonna be equally rubbish.
That problem is probably a lot more prominent in RTS than other genre. There're quite a few new RTS games out there that looks pretty decent but I don't even want to play them, like Empires Apart, because they don't have levels at all, only random map skirmishes. For some players it's not a problem, but for me, an RTS game without a campaign story kinda feel pointless.
I absolutely agree! Gameplay and level design.
My favorites:
- Thief 2
- Shadow Warrior
- Half Life 2
- Portal (probably the best level design out of all of these)
- Super Mario
- GTA 5
haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help.
Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.
Glad I wasn't the only one thinking this when he got to talking about player empowerment. It's funny how his answer seems to imply that Journey is the first game that's ever made him consider that games could be about something other than purely player empowerment. Kinda amazing how far we've come in just the past several years.
37:09 DAMN THAT'S AMAZING
This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design
Honestly, I think when designing a prison, the last thing you want is to make inmates feel imprisoned. If you make the whole thing feel open and inviting without compromising safety and security, you'll have a much better prison population.
True. It works with public schools. Create the illusion of freedom, while imprisoning the mind and body.
No, it's to keep them out of society. Inmates get released, hopefully a little less crazy than before.
Are you sure about this idea? Actually, there are people who will commit crime to improve their live, living in that prison. It will be better than their current lives.
"See! I told you we'd find advice on how to build the prison in comments sections! I told you!"
@@johnnyfreetanga5506 If your society is awful enough that people are willing to sacrifice their autonomy and freedom for the "comforts" of prison, then your society is the problem.
If you close your eyes this sounds like a games lecture delivered by Simon Pegg.
Looked up Dieter Rams' "Good design" principles on wiki, very nice.
33:06
"Last year the US supreme court declared gay videogames were legaly art"
"Bless their cotton little socks"
What does this mean
I feel motivated to make some art then
Halo 3 thumbnail, Final boss of clickbait :D
It got me...XP
Me too.
what a convenience..this is what i need to study
so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down
Very nice Talk!
Excellent general guiding rules; not just level design but for game design in general.
Especially beginning from the desired emotional response and then selecting the elements that together create that emotion, is a really helpful way to do it / think about it.
47:30 That's actually good question I want see what he would say about multiplayer level design!
Its totally different for multiplayer games, there are choke points, boosts and other aspects of the gameplay session to consider
(( | )) is all _Halo_ arena maps
| | | is all _Call of Duty_ maps
. * , • ' is all _Battlefield_ maps
I personally feel there's more emphasis around strategy when it comes to multiplayer games. Whether it's a 60vs60 shooter, or a co-op game like LBP, it's commonly down to players to find the best positioning to progress.
loved the influencer references- great talk, but lol, dry crowd
Not many of them played Dead Space 2, shame on them.
GDC crowds are dry almost 100% of the time. It's a bit of a shame when the presentator puts in the effort to make the talk engaging.
i love that there is no cheering and laughing. i hate those kinds of talks, it almost seems to me that they need shitty references because they think their topic is not interesting enough.
36:58 I remember that, It was so annoying. I fought so hard, and kept restarting the level before I got down to those last two guys because I thought I failed. I was kind of pissed when it ended up being waste of time trying to win it.
"If you want to make the player feel persecuted put an enemy AI into the level that constantly hunts him."
*E.M.M.I. has entered the chat*
God the E.M.M.I in Dread really made the game live up to its name
This is in Middle Earth: Shadow of War....great AI in that game. I was impressed playing it.
Great talk. I'm unsure why it is so blurry from the audience view.
Someone give this man an award for drinking like 5 bottles of water in less than 45 minutes. 🏆
this guy has crazy CV the amount of big studios he has worked at.
I think level design would be my dream game dev job
"Real life sucks" - tell that to the Farm and euro truck sim players.
First half of DS1 just peaks everything
This is a ton of good information. Thanks for the presentation!
One of the principals for describing something is to not use the word you're trying describe in the sentence.
You can add an exception to than when talking about recursion
So like: "One of the principles for communicating the different aspects of any abstract concept is to not use the word identifying the concept that you're trying to indirectly reference in that sentence."
Yes?
This is my dream job
A good designer does not punish the player for doing something unforeseen.
The best designers anticipate even that which is impossible and create something unique for that occasion that 99.9 percent of players never will see playing themselves.
This guy's pretty brilliant! Wonderful talk.
Also I think good level design is that it builds on the previous level, and prepares you for the next one.
he sounded like such a small little guy at 22:06 when he said almost as many people that played dead space 2 lol
Modern Warfare 2 wasn't done by Treyarch, but you gave them credit for good level design on it.
[Edit] Though it sounds like Treyarch may have helped out on some maps around that time, hard to verify which games. Where'd you get this info?
25:28 YES! This man gets it! I knew I wasn't the only one.
6:34 MW2 was Infinty Ward, not Treyarch.
Does 4. Pattern Analysis contradict with 5. Surprising level design? If the enjoyment is derived from when the 14:01 "human mind enjoys processes patterns for retrieval later", then how is "fun created through uncertainty"? 17:18
Great Talk and great questions at the end!
That note about Bethesda making modular levels is why I always get bored of their games and put them down.
so true
in ESO this happens a lot: a zillion dungeons looking similar with no real feel to them because they're modular and lifeless and look similar if they're in the same theme basket
This is gold
Cod campaign designers should watch this
Thanks for the insight!
Rockstar should take some notes.
Let's look at RDR2 for an example.
When it comes to the open world of that game, the level design is excellent.
but in main quests it's so on rails it almost feels like QTE.
If the player does something you don't expect, my friend, that is interesting gameplay
How can, in 2013, do a conference on Level design and not talk about Dark Souls? Still, amazing video, lots of very interesting points!
Very good point. Especially since Dark Souls breaks a lot of these principles in a good way.
I am glad that someone actually acknowledges Ratchet and Clank.
I can't figure out if i've commented already. UA-cam hard.
But, i can't get past the "I'm about to spoil Deadspace 2" part. Been meaning to play it for years... And I always turn the video off at this point. How bad is the spoiler? I spend way more time learning than I do gaming and I really wanna finish this video lol.
In the year 2040, someone will look back at this video and realise where the worlds fresh water reserves went
Very much appreciated, thanks!
Very great talk!
Does every slide have to have picture of a game? Also it obscures the words a bit.
The Original Ghost Recon level design as the first and only tactical open-terrain (not open-world) level design. Unfortunately the sequels deviate from the level design and tactical gameplay mechanics.
the part about a good design teaching something new is how i approach every dungeon in zelda botw, what is this sage trying to teach me ? and when i "cheat" i don't think the levels is bad, because the sage says " you are resourceful"
6:28 It's funny that a different talk by an Epic artist was given referring to this same level as visually incoherent and being highlightes as a major drop-off point for players. Of that data is true, this level is significantly less fun to play (it may still be fun to navigate - without enemies I suppose?) as players seemed to have been abandoning the campaign during this level.
That was a great talk, thank you for sharing it!
Loved this talk
>skyrim
>nebulous objectives
i'm sorry but WHAT
Skyrim is awful
Quetzalcoatl Skyrim and it’s waypoint objectives actually ruin exploration or any challenge found in discovery.
@@shiftyjim4138 There's probably a mod to remove it.
Must have meant morrowind lol
@@WhereIsTheIntruder You have not understand nothing about this video...
What about always gives you experience points in your stats?
very cool tips
Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.
on a side note though, older games incorporate most of these features better then most of the new ones. imo.
I enjoyed watching the whole thing but if you want to jump straight to his ten principles 4:21
What is the name of the book he tells on number four?
Outstanding !!!
5:09 but sometimes I like a game that lets you get lost.
30:30 WRONG! 343Guilty spark is a completely linear level it may fool you by it's similar looking rooms, but If you don't get lost in the maze there's no room you have to enter twice and especially not the forest! you come out at an absolutely diffrent place than you got into the underground facility.
the only bi-directional level might be "assault on the control room" / "double betrayal" but these are seperate levels with changed geometry.
God, this is a very good talk! 😳
It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.
skyrim's "story", as in the quests and dialogue, is pretty boring. but the "story" of skyrim, as in the massive, beautiful open world of skyrim, free to be explored in any order, is still enchanting to this day
i guess it would be classed as emergent story rather than explicit
Useful principles.
great talk, but i couldn't help but notice the speaker was completely unable to decide whether to roll with 'him', 'him/her' or singular they. lol
Very interesting! Thank you! :-)
Very attractive
Everytime he mentioned Bethesda was absolute bullshit. Pete Hines himself talked about FO4`s gameplay loop and it`s all about keeping the player engaged in the cheapest way possible with exploration and arbitrary rewards.
The ""clarity of purpose" section mentioning Skyrim too, was debatable. It is almost the opposite of Morrowind's quest direction - which is verbose - with clear marks and "0/10" fetch quests. It's anti-exploration and immersion, which, for me, is a serious sin to be commited by such a big open world RPG. There's no connection to the world. That's bad.
Yes.
Is it me or does Dan sound a lot like Simon Pegg?
29:50 is when that Halo 3 thumbnail you came for comes into play.
Anyone else here cause they’re bored in Mario Maker? No? Just me?
Is that Errant Signal at 59:05?
Dark souls 1 blow my mind with lvl design
though thats more of an level art kinda thing, to be fair alot of ds 1 was not perfected for mechanical playability. but yes DS1 really had and still has one of the best game level map design out there ( though demon souls kinda had a simular approch if you consider only the areas them self.)
i see no problem with speed running, unless it is a guy that never played the game before seeing another speed runner and just doing the same but faster, for example i fell sonic was made fr speed run, but you can only do that after knowing the maps, so it is a reflection of appreciation for the game and the correct way to be sonic in the game world, but i only think games with good replay-ability are worth it, and ds1 is such a game the gets better the more you know how to play, and it ties to one thing he said, good levels are easy medium and hard depending on how you want to play
6:38 Treyarch? You mean Infinity Ward?
Wait... Square-Enix Montreal make games? Aren't they a publisher in the US?
I thought Eidos developed Hitman... sure they're a subsidiary of Square-Enix but they're still known as Eidos...
That's pretty crazy stuff.
10 Principles of good Level design: uses Halo as Thumbnail
That's a weird choice
The Dark Souls series breaks this principles and is doing it in a good way. I hadn't so much fun with level design as in these games for years.
@@nicholayhovland4840 also a great point of view. The more I think about it the more I have to agree.
Especially the point that in DS levels teach you rather than modern tutorials is a strong point.
@@nicholayhovland4840 Blighttown doesn't empower the player, it does the complete opposite, and achieves something much greater.
*Good level design tells the player what to do, but now how to do it.
*Good level design teaches the player without literally telling them anything.
*"Rollercoaster Design" is when the intensity has peaks and valleys that slowly get more intense, until one final payoff at the end. The problem with this type of design is that it is very predictable.
*Taking risks is important for creative game design.
*When you're designing a region in your game, instead of thinking about what type of area you want it to be and then figuring out whatthe tone should be, figure out the tone first and then choose the type.
38:30 too many HD words, he's lagging
After playing video games for many years, I found Mirrors Edge a terrible game. And still do.
For me, Far Cry 2 was a step in the right direction and felt like a very well thought out game by design. Far Cry 2, Socom games made by Zipper Interactive, the first couple of Splinter Cell games and the first couple of Tomb Raider games were standout games centered around design.
Bioshock gave fantastic atmosphere in the game and instilled fear in the player but was a badly designed game.
can you tell me why mirrors edge is a bad game?
I wanted to hear bad Yoda :(