Hey, bloggers. The other day in my games design class I was
asked to play three games: one game from the 1980s, one from the 1990s, and one
released after 2004, and then to compare and contrast how levels and
environments are designed in all three games.
I have chosen to play and discuss the
three games: Super Mario Brothers (1985)
by Nintendo, The Legend of Zelda and the Ocarina
of Time (1998) by Nintendo, and DayZ;
a highly successful ARMA 2 mod released in 2012 by Dean Hall. I’ll discuss each
games level designs and environments and then compare them and talk a little
about how they’ve changed over the years.
Super Mario Brothers
is a 2D game, and as such its design has been heavily affected by its
limitations. These limitations include the 2D side view, which only allows for
movement of side to side, and up and down. The levels in Super Mario Brothers are designed to constantly keep the player
moving in an attempt to create a fast-paced game. As you make your way through
the level, there will always be something to jump on or avoid. Platforms are
very consistent as you progress through the game and give you the option to
jump along them or just walk the along the bottom, which tends to be a lot less
entertaining. Enemy creatures patrol the more open areas, giving the player
space to either jump on them to kill them or to avoid them. The levels are very
limited, however, by the graphics of the time, resulting in very linear
gameplay.
3D technology was implemented into gaming in the 1990s which
made a huge difference to gameplay by allowing the player to move around in a
3D space. This gave developers more room to allow for exploration. The allowance
of 3D technology gave The Legend of Zelda
and the Ocarina of Time a much wider opportunity for how its levels are
designed to be played. The level design in the game gives the player a large
opportunity to explore the game and create further optional discoveries.
Furthermore, there are a variety of reasons to explore which are entertaining
to the player; these include, discovering more of the in game currency, to accomplish
the many puzzles and to defeat various enemies. Social interaction has also
been implemented in the game with non-playable characters; the player can
always explore a little and find a character it is possible to speak to. Unlike
Super Mario Brothers this game is not
fast-paced due to the fact the levels give the player so much opportunity to
explore and enjoy the game and the possibility to stray from the main storyline.
Online multiplayer was introduced in the 1990s but didn’t
really become a big part of games until the 2000’s when higher internet speeds
were developed. Ever since then its been a massive part of gaming and has
completely changed the way games are developed, due to the need to support
multiple players. DayZ is a highly
successful zombie survival mod released for the military simulation game ARMA II in 2012. The introduction of
online multiplayer has changed level design greatly by having to suit to multiple
players on one map and DayZ is a
great example of this. The game only has one level; an open world level based
on a real location in the Czech Republic which gives you 225km2 of
area to explore and find equipment. Most of it is covered in forests and grass
plains but there are a few towns scattered throughout the map and a few large
cities on the coastline. In DayZ, many
players will cross paths and interact with each other. It is completely
designed to give freedom of choice; certain areas of the map will provide
players with a better chance to find bountiful equipment to use to survive the
zombie apocalypse; however, with higher risk. These hotspots for equipment will
also increase the chance of players interacting with each other which could end
in bloody massacre or a neutral agreement depending on player decision. Unlike Zelda and the Ocarina of Time, all
social interaction takes place between active players. There are no NPCs that
can be socially interacted with, and the uncertainty of other players can make
the player fear for their life, which adds a more realistic dynamic to the
survival simulator.
Despite technical advancements over the last few decades, the
levels of all three games have one main similarity; they have at least some
form of exploration. Super Mario Brothers
allows you to jump onto blocks to give you the opportunity to take a higher
route than the ground and score more coins, whereas Zelda and the Ocarina of Time gives you large areas to explore and
puzzles to solve for bonuses such as new items. Finally in DayZ, exploration is the main focus of the game; if you don’t
explore then you don’t find what you need to survive the zombie apocalypse.
This is very reflective of a lot of modern games where open world exploration
is becoming more popular because the freedom to discover and wander is being
given to the player rather than being set on a dead linear course.
Moreover, there are a variety of similarities and differences
in the environments all three games, and the use of these environments differ
according to each. Super Mario Brothers’
environments are very basic; the environments in the game lack variety; for
example, there are only a few bushes, clouds and a hill every so often in the
background and the game feels very open. The colours are very friendly with
greens and blues, and there is a very limited variation in the colours which
adds to how basic it looks and feels. When you are approaching a boss fight, the
environment darkens and appears sinister to give you the feel of danger. The
environment is restricted to only being for display and to give the player a
feel of where he is because of the 2D limitations.
Zelda and the Ocarina
of Time has a variety of environments. The environment you start in is a
small village known as Kokiri. As the player progresses the game, they come
across The Land of Hyrule which has many varying environments such as the open
grasslands around Lon Lon Ranch and the desert plains near Gerudo’s Fortress. These
two environments are very open and allow for a lot of exploration. There are
also a few smaller environments like Zora’s River which are a little more
linear but also have their fair share of exploration. The colours used tend to
be very bright and friendly in the more open parts of the game but are darker
and give a sense of danger in the smaller environments. The introduction of 3D
environments starts to allow the players to use the environment around them a
little for example: search for hidden objects behind trees or in a bush.
As aforementioned, the map of Chernarus used in DayZ is based off a real location in the
Czech Republic. Most of the environment is forests and open plains; there are
also lots of country towns further inland which are scattered about. On the
coastline of the map there are three main cities which are usually where most
items can be found. As you head north you may approach one of the two military
airfields at the northern ends of the map, which will provide the player with
high-quality equipment to further increase their chances of survival in the
zombie apocalypse. The cities when you walk around them have a lot of dark
colours and seem very dull, and give off a fairly creepy sense as you walk
around them; whereas the dense forests are very bright and lusciously green and
players tend to feel safer and less visible. Since the game is multiplayer, the
players will often use the environment to their advantage; for example, sniping
while hiding in a bush or using the thick forests to greedily hide their
findings.
All three games share green as the main colour in their
palettes, but they differ in how the environments are used and, in the case of Zelda and DayZ, exploited. Super Mario Brothers’
environments are simply for display and to give the player a better feel of
what kind of area they’re in. In contrast, The
Legend of Zelda and the Ocarina of Time’s environments allow the player to
explore and find the in-game currency or items. Lastly, DayZ’s environments are usable by the players to be used to gain an
advantage over other players; for example, hiding in a bush before attacking
another player to get the jump on them.
Thus, it can be seen that games have changed greatly over
the years. Games like Super Mario
Brothers, being fast-paced and constantly designed to keep the player
moving through the level, to modern day games such as DayZ, where gameplay is very slow but less linear and the players
have much more freedom of choice. It also shows the way environments are used
has changed from being mainly for display and to give a player a sense of
feeling, to actually becoming part of the gameplay by being used by players to
accomplish tasks. In conclusion the way levels and environments are designed
has changed so much in such a small time that it begs the question: how much
more will they change in the next few years?
Written by Jared Anderson
Edited by Ellie Swain
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