A World Worth Interacting With
I think the ultimate goal in world/level design is to have the player be constantly aware of the environment and pushed them to actively interact with the world around them to succeed. By world/level I mean the locations takes the game takes place in, whether that's a large open world or a more linear setting. By the design I am referring to how game developers craft these locations for the players to interact with.

I recently finished The Legend of Zelda: Breath of the Wild. It quickly became my favorite Zelda title by a wide margin. The reason I enjoyed the title so much was primarily because of the world the game presented me with. From high mountaintops to tropical forests to fields of lava, Breath of the Wild featured an incredible amount of diversity in its world. It isn't just the diversity of location that makes the world design excellent it is the way in which the player interacts with the world. Every surface in the game can be climbed and you are given a paraglider that allows you to jump off almost any object. This turns an obstructive mountain into a stage for interaction and adventure. Often you will see Breath of Wild also features a minimalist map, where you have to physically locate and mark most points of interest yourself. Once you find a point of interest making your way there can end up being more fun/interesting than the destination itself (and that's not saying the destination is uninteresting). This encourages the player to search the landscape carefully to find points of interest and make their way to those areas while stumbling upon new adventures on the way there.

Another common issue with level design occurs when a game world looks large and complex, but what you are actually interacting with is small and simple. This is sometimes referred to as "skybox" design, this means what you are actually exploring is a plain corridor/path, but there is beautiful background scenery. Trodding down
a narrow hallway filled with chest high walls, with beautiful scenery can be nice, but wouldn't it be nicer if you were actually in that scenery? Developers design levels like this to make a gameworld feel large and complicated, but the portion of the world that you are physically interacting with is actually very linear and uncomplicated. Going down simplistic paths while following objective markers makes games repetitive and in my opinion misses the opportunity to engross a player in the world.

The actual locations where gameplay takes place should serve as more than just the set dressing, it should be living and breathing. Being pushed to constantly be aware of, and interact with, a game's environment greatly enhances a gaming experience.
Here is my list of the top ten video game based on their world/level.
1. Breath of the Wild
2. Dark Souls 1
3. Bloodborne
4. Shadow of the Colossus
5. Doom 2016
6. Skyrim
7. Super Mario 64
8. Portal
9. Bioshock Infinite
10.Metroid Prime
credit for the artwork to: http://www.tettix.net/lordran/lordran.html
Le Witcherino Tres has slipped your mind here
ReplyDeleteYou know I really thought about putting it in, but what I love about TW3 is Yennefer, the story, the characters, the fun quests, Yennefer. There are some cool locations but I was never excited to trek across the world or super impressed with the way the environment enhanced what I was doing. Although, the world was really pretty and felt alive you just don't really interact with it.
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