[HN Gopher] Space is not a wall: toward a less architectural lev...
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       Space is not a wall: toward a less architectural level design
        
       Author : PaulHoule
       Score  : 54 points
       Date   : 2025-05-21 11:27 UTC (4 days ago)
        
 (HTM) web link (www.blog.radiator.debacle.us)
 (TXT) w3m dump (www.blog.radiator.debacle.us)
        
       | codeflo wrote:
       | > have an NPC brief the player on how to find the level exit
       | 
       | No, please, no.
        
         | scrollaway wrote:
         | You've never asked someone where the bathroom is?
        
           | anothernewdude wrote:
           | When has that ever been a fun experience?
        
             | ryukoposting wrote:
             | Since when has it been fun to be a human lab rat tormented
             | by a sadistic artificial intelligence while trapped in an
             | abandoned research facility?
        
               | bowsamic wrote:
               | Very fun if you get to shoot the AI in the face
        
               | ben_w wrote:
               | November 24, 1995, in my case.
               | 
               | Rather more people would pick October 10, 2007.
        
             | relaxing wrote:
             | I imagine players of _Bathrom Simulator 2025_ find it
             | extremely satisfying.
             | 
             | Seriously, I don't know where this hate is coming from. Is
             | it the idea that a "level" is a maze to be solved? Because
             | there are other styles of gameplay, some where conversing
             | with people is in fact part of the fun.
        
         | ben_w wrote:
         | Depends how natural it is.
         | 
         | A radio call saying "Soldier, make your way to the mesa north-
         | west of your drop point" could work.
         | 
         | A spectator saying "Drivers, the end of this race course is
         | also the start line" is definitely condescending and
         | inappropriate.
        
         | MattRix wrote:
         | It's pretty misleading that you've removed this line from the
         | surrounding context.
        
       | the__alchemist wrote:
       | After reading the article, I did some digging; youtube videos on
       | speed level designs, reading internet discussions on these topics
       | etc.
       | 
       | As an outsider, I think a key point is that this concept only
       | makes sense in context with game-industry conventions. They (From
       | my dive in just now) divide environment-creation into _level
       | design_ , _environmental art_ , and other fields. The people who
       | do one specialize in it, and don't have expertise in the others.
       | Gaining experience in both, or working on both might be a taboo
       | (?).
       | 
       | Another point is that the level design field is driven by
       | superstitions, word-of-mouth, copying existing patterns etc, and
       | is subjective. This is true about many arts, I highlight it here
       | as context for the article. One of the author's points is that
       | one-size-fits-all design patterns don't make sense for all cases.
        
         | ijk wrote:
         | Not taboo exactly, but definitely discouraged by hiring
         | practices: generally the big studios want someone who can do
         | one narrow task without handholding, and don't put much value
         | on broader skillsets. And like most creative fields there's
         | typically more people who want the specific job than there are
         | jobs in general.
         | 
         | Smaller studios, indies, etc. are typically looser (or just
         | can't afford to hire someone who only wears on hat) but they
         | are also less likely to have a dedicated level designer in the
         | first place.
        
       | mattmanser wrote:
       | Does anyone else feel it's odd he uses Fallout 4 as an example of
       | level design?
       | 
       | I personally found the fallout 4 vaults really confusing and
       | annoying and got lost easily, compared to Fallout 3/NV. Or even
       | games like Deus Ex.
       | 
       | Fallout 4 felt like a terrible example of dungeon design. They
       | were either linear and boring, or a weird layout where everything
       | looked the same.
       | 
       | I'm usually pretty good at mapping game layouts in my head too,
       | picking up FPS maps, etc. quickly.
       | 
       | Aside from that, I also feel like he misses that irl with a
       | chaotic design we usually have a lot of signs. A lot! But people
       | don't really use them in games as it's easy for players to miss
       | thinking it's just decorative, and you've only got a certain
       | amount of screen real estate when looking at a monitor, nor can
       | you glance like you can irl.
        
       | Spivak wrote:
       | I mean the real answer for how to "mind control" players into
       | following your throughline is just leaning on the existing
       | industry visual grammar for communicating with players.
       | 
       | * Make the place you want the player to go lit up, and other
       | areas darkened.
       | 
       | * Make ledges, ladders, and other intractable elements you want
       | the player to know are interactive yellow.
       | 
       | * Pick a thematically appropriate "this is a wall" like the very
       | common smattering of furniture and use it liberally to signal
       | that this is the wrong way.
       | 
       | * Don't use loops that aren't small, self contained, and that the
       | player can see are loops. Don't use "diamond" maps where players
       | must choose between two paths that end at the same place without
       | making it painfully obvious that's what's happening. Elden ring
       | with the grand lift vs the cave did it well.
       | 
       | * Make not-the-main-paths short and put a useful but not
       | necessary or particularly valuable item at the end as a reward
       | for players exploring and signal that this is the end.
       | 
       | It's not magic or anything, but players have likely played so
       | many games that use these and similar visual cues that they've
       | interned them without even realizing.
        
       | oliverdzedou wrote:
       | "(a) scripting, pacing, combat, economy: have an NPC brief the
       | player on how to find the level exit, then place a ranged enemy
       | turret, valuable item, and side-quest destination near the level
       | exit"
       | 
       | Seems like this option should really be 2 different options. An
       | NPC briefing the players about the exit is lazy and signals to
       | the player that they are regarded as stupid. The rest is great.
        
       | CaptainFever wrote:
       | This article was not convincing.
       | 
       | The first half of a article seems to be the author rebutting
       | their own meme, which I've never heard of.
       | 
       | The main point of the second article is:
       | 
       | > What sounds more effective for pulling the player to the exit
       | of a non-linear level?...
       | 
       | > (a) scripting, pacing, combat, economy: have an NPC brief the
       | player on how to find the level exit, then place a ranged enemy
       | turret, valuable item, and side-quest destination near the level
       | exit
       | 
       | > (b) the raw power of architecture: rotate a rock, pray the
       | player approaches that rock from a direction that coincidentally
       | forms a secret imaginary invisible line that mind controls them
       | into hallucinating a path toward one of three skybox mountains in
       | the far distance
       | 
       | Which then concludes that one ought to prioritize the former over
       | the latter.
       | 
       | Which isn't really convincing; it's attacking a strawman. From
       | what I learnt, it's more of using things like lighting, motion,
       | frames, and sometimes literal signs. Not really "magic rocks and
       | mind control".
       | 
       | I think the author goes too far in the other direction. Both
       | methods are useful; architectural hints (used IRL too), as well
       | as game-specific hints (e.g. side quest destinations, valuable
       | items).
        
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       (page generated 2025-05-25 23:02 UTC)