Posted July 05, 2018
I recently finished Unreal, thanks to GOG giving it away for free, and it's a very good game (and long, maybe even a bit too long) but there's one thing that kind of bothered me through most of it: the level design.
In a way, it's very good. Most of those levels are veri intricate, take a long time to finish, have a lot of areas to discover and sometimes navigating those labirynths is more of a challenge than the enemies. But then I started to think about some ofthose levels from a different persepctive. An "inside the game world" perspective. And I started to ask myself, why is every castle, every building, every deck of every ship etc. such a insane labirynth? When you think about it as places where people are supposed to function normally on daily basis, a lot of it just feels crazy.
And it's not the only game that does that. A particularly egregious example would be The Swapper, a game most of which is set on an abandoned space station. A space station that used to be normaly occupied by a research crew, but in the game is totally impossible to traverse without the super sci-fi gun that creates your clones. I have no idea how anyone was supposed to even go down a corridor in that place without having to clone themselves three times. And it's not like a test facility in Portal. It's supposed to be just a space station.
Maybe I shouldn't think too much about stuff like that. After all, it's game. It has to be game-y. Or does it?
In a way, it's very good. Most of those levels are veri intricate, take a long time to finish, have a lot of areas to discover and sometimes navigating those labirynths is more of a challenge than the enemies. But then I started to think about some ofthose levels from a different persepctive. An "inside the game world" perspective. And I started to ask myself, why is every castle, every building, every deck of every ship etc. such a insane labirynth? When you think about it as places where people are supposed to function normally on daily basis, a lot of it just feels crazy.
And it's not the only game that does that. A particularly egregious example would be The Swapper, a game most of which is set on an abandoned space station. A space station that used to be normaly occupied by a research crew, but in the game is totally impossible to traverse without the super sci-fi gun that creates your clones. I have no idea how anyone was supposed to even go down a corridor in that place without having to clone themselves three times. And it's not like a test facility in Portal. It's supposed to be just a space station.
Maybe I shouldn't think too much about stuff like that. After all, it's game. It has to be game-y. Or does it?