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peter_spy

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About peter_spy

  • Birthday 01/01/1981

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  1. It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.

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    2. peter_spy

      peter_spy

      @STiFU I guess analyzing level design is one thing, but we also got spoiled by better games later down the line. If I remember correctly, Bioshock 2 had similar problem; blocky map design with great setpieces that doesn't really stay in your memory.

      Bioshock Infinite had amazing story, for both Lutece twins and Elisabeth. Even more so, if you count the two-part DLC (which to me was much better than the base game). But level design-wise, I remember it as a collection of shooting galleries, museum tours, and sort of far-right Sunday fairs gone wrong, more than anything else. What stayed in my mind was the opening scene (the song, the christening), and the last scene, from both base game, and the painful sequence from DLC.

      @madtafferI guess it would be something that facilitates gameplay, basic movement, stealth, combat, or otherwise, and doesn't make you reach for the map every few minutes or seconds. Fallout 3 from Bioshoshock contemporaries, where I used the map only to fast travel. Dark Souls games, which are vast and sprawling, but don't have a map at all. In terms of more abstract spaces, the space station from Prey 2016, very clear and distinctive design.

    3. Shadow

      Shadow

      This is true for me. I remember in the 90's playing Tomb Raider 2, 3 & 4, NOLF 1 & 2, Oni, Urban Chaos, at work to pass the time and couldn't get enough of these games,. feeling totally immersed in the environments. I could barely be interested in them now because of far superior and sprawling level design today, the elimination of lower pixilation, as well as abilities that are granted that didn't used to be, aka deep crafting and carrying systems. Strangely enough though, the early Thief games do actually have compelling gameplay 20-25 years later, even more so than their later releases, probably solely for the storyline, incredible diversity of maps, and timeless stealth mechanics play.

    4. madtaffer

      madtaffer

      It's just a series of abstract corridor mazes that you can't really map out in your head.

      What kind of level design should new Bioshock franchise invent? Open, connected world?

       

       

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