Environment Design is
something I have a great interest in, I find the ability to create and explore
new worlds very challenging. In video games the environment can be the key
selling point because it’s the very thing players will interact with at all
times. Environment and level design has to be made with large reference and a
strong thought process of how the player will interact; however the environment
can also convey the story, setting and timeline with props or assets.
Games such as L.A. Noire
have to be detailed with substantial props and references that communicate the
time period. Its open world Grand Theft Auto style game play gives little space
for error. Though most players will not have a dedicated eye to identify with
every single asset, getting everything right will immerse the player into the
game very quickly adding to the developer’s credibility. Other games such as
Uncharted 2 (only one I’ve played myself) have nailed the ability to create
exciting and highly interactive level design. As the game is built with powerful
chemistry that bonds characters, narrative and environments you genuinely feel
like you are a part of an interactive movie. Its Indiana-Jones style treasure
chasing story lets you embark on many different environments across the planet,
from ancient temples in deep unexplored jungles to snowy ice caves that contain
ancient ruins and artefacts. The main character (Drake) is able to climb, crawl
and jump over almost any obstacle with his acrobatic skills, although this
isn’t very realistic it’s the line video games can successfully cross to
present an idea that is realistic but of course, still a video game. Although
if you do slip or fall by not pressing a button quickly enough you will fall to
your death, so it’s not all bad.
Stylisation in designing
environments is important because if you go for a 100% realism look, you can
lose the sense of a fun or interesting setting without tons of detail or highly
referenced of something that’s from the real world. For example, Mario 64 was
one of the first platform games I had ever played, the difficulty with this was
to turn the 2D scrolling Mario we were all familiar with into an actual 3D
space and I think they achieved it very successfully. Infact, Nintendo have the
tendency to develop solid games that thrive in environments you could only
compare to what you would assume a child’s dream looks like. With stylisation comes
individuality so it’s never a bad idea to develop games off themes that don’t
necessarily fit into a believable world but this is where it gets slightly
strange. If you claim to have ‘realistic environments’ such as Call of Duty or
Crysis but then fail to communicate that back to your audience then it’s
different from telling the audience straight away, this environment is not real
or realistic but in fact it’s stylised. This should never be the basis of any
game in my opinion, if you build a whole game around a ‘style’, you have to
make sure it offers interactive and captivating game play as well as
interesting characters and narratives.
For
me, the environment has to be aesthetically pleasing no matter what genre or
setting it is. If it is boring or repetitive I will find myself losing interest
very quickly which will lead to disengagement of other factors like story and
interaction. Games like Batman Arkham Asylum and the Assassins Creed series
have clearly done great research into what they were developing so the outcomes
are very unique and interesting levels and due to the attention to aesthetic
appeal I find I can easily escape into the game and embrace what it
offers.
No comments:
Post a Comment