Even in Gears of War, which is a game I love, but admittedly is full of level design clichés just stuck together by duct tape, I’m a big fan of the cover mechanics, but it then causes the level designers to constantly have to come up with reasons why there 70x200cm blocks of impenetrable material everywhere, so huge blocks of broken buildings, wood and chunks of metal lie perfectly parallel all over the levels, making them feel more like paint ball firing ranges, than destroyed cities.Last year I bought Valve’s orange box, containing Half Life 2, it’s two episodes, Team Fortress 2 and Portal. Apart from the awesome games it contained, the most interesting things were the developer commentaries which could be listened to whilst playing through the levels. The vast majority of them discussed the environments themselves as it became clear that the biggest struggle the developers were having was trying to implement their great ideas, but then having to constantly micro adjusting every single aspect until they would work and still be noticeable to even the most vacant of players. Which for the most part were thought out and implemented very well, but occasionally the ideas had been diluted so much that they fell apart and were removed entirely. There are a few ways that a developer can approach designing a level, sometimes the developer can instantly go into boxing out a level, to create interesting areas and obstacles for the player to move around in, or they can take real life environments and just recreate them as accurately as possible. but both of these can have drawbacks, as the level that was just designed for player movement, and was just decorated to look like say an Italian renaissance street, it will most likely be unbelievable, and seam to disjointed. And then if the developers just recreate
existing streets, they may for not be easily negotiated or understood by the player. For
the best designed levels, developers research real life environments, then by taking existing features, use these as inspiration and building blocks for interestingly laid out levels. In Assassin’s Creed, where historic cities were heavily researched, but when they were built in-game, the designers took some subtle artistic licence to make the environments more playable, by making back streets wider to stop the player from getting lost, and main streets narrower so the payer could believably leap over them.
