Level (video games)#Level editor

{{Short description|Discrete play space in video games}}

{{About|video game settings|character levels in role-playing games|Experience point|other uses|Level (disambiguation)}}

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File:Edge (video game) level layout.png level design from the puzzle game Edge]]

{{Video game industry}}

In video games, a level (also referred to as a map, mission, stage, course, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels.{{cite book|last=Schell|first=Jesse|title=The Art of Game Design: A book of lenses|year=2014|publisher=CRC Press|location=Pittsburgh, Pennsylvania, USA|pages=120, 252|isbn=978-1-4665-9864-5|url=https://books.google.com/books?id=kRMeBQAAQBAJ|access-date=30 December 2017|archive-date=8 February 2023|archive-url=https://web.archive.org/web/20230208074220/https://books.google.com/books?id=kRMeBQAAQBAJ|url-status=live}} Each level may present new concepts and challenges to keep a player's interest high to play for a long time.

In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations.{{cite book|last1=McGuire|first1=Morgan|last2=Jenkins|first2=Odest Chadwicke|title=Creating Games: Mechanics, Content, and Technology|date=2009|publisher=AK Peters|location=Wellesley, Mass.|isbn=978-1-56881-305-9|page=104}} Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course.{{cite web|url=http://archive.gamespy.com/reviews/June01/blueshift/|author=Jamie "Thrrrpptt!" Madigan|title=Half-Life: Blue Shift|date=June 2001|access-date=2009-04-02|archive-url=https://web.archive.org/web/20081216025702/http://archive.gamespy.com/reviews/June01/blueshift/|archive-date=December 16, 2008}} Players must judge the distance between platforms or ledges and safely jump between them to reach the next area.{{cite web|url = http://www.gamespot.com/pc/action/batmanvengeance/review.html|title = Batman: Vengeance Review|author = Andrew Park|date = 2002-10-11|access-date = 2009-04-02|publisher = GameSpot|archive-date = 2011-08-09|archive-url = https://web.archive.org/web/20110809175418/http://www.gamespot.com/pc/action/batmanvengeance/review.html|url-status = live}} These puzzles can slow the momentum down for players of fast action games;{{cite web|url = http://www.gamespot.com/ps3/action/mirrorsedge/review.html|title = Mirror's Edge Review|author = Kevin VanOrd|date = 2008-11-11|publisher = GameSpot|access-date = 2009-04-02|archive-date = 2011-10-26|archive-url = https://web.archive.org/web/20111026231349/http://www.gamespot.com/ps3/action/mirrorsedge/review.html|url-status = live}} the first Half-Life's penultimate chapter, "Interloper", featured multiple moving platforms high in the air with enemies firing at the player from all sides.{{cite web|url=http://planethalflife.gamespy.com/View.php?view=hlstrategies.detail&id=17&game=4|title=Chapter XVII: Interloper|publisher=GameSpy|access-date=2009-03-27|archive-url=https://web.archive.org/web/20110808203841/http://planethalflife.gamespy.com/View.php?view=hlstrategies.detail&id=17&game=4|archive-date=2011-08-08}}

Level design

{{See also|Video game development|Video game design|Game art design|Game design}}

Level design or environment design,Oxland 2004, pp.21-22,126 is a discipline of game development involving the making of video game levels—locales, stages or missions.Bates 2004, p.107Brathwaite, Schreiber 2009, p.5Shahrani 2006, part I This is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools.

=History=

File:Dromfaret levels.jpg video game levels]]

In the early days of video games (1970s–2000s), a single programmer would develop the maps and layouts for a game, and a discipline or profession, dedicated solely to level design did not exist.{{cite web |url=https://covergamer.com/rants/art-sci-ld.shtml |title=The Art and Science of Level Design |first=Cliff |last=Bleszinski |author-link=Cliff Bleszinski |year=2000 |access-date=29 March 2010|archive-url=https://web.archive.org/web/20021203193328/https://covergamer.com/rants/art-sci-ld.shtml|archive-date=3 December 2002}}Bates 2004, p.162, "A few years ago, [level designer] position didn't exist. .. Now it's a key position on many teams." Early games often featured a level system of ascending difficulty as opposed to progression of storyline. An example of the former approach is the arcade shoot 'em up game Space Invaders (1978), where each level looks the same, repeating endlessly until the player loses all their lives.{{cite news |title=Donkey Kong |url=https://www.retrogamer.net/retro_games80/donkey-kong-4/ |access-date=4 May 2021 |work=Retro Gamer |publisher=Future Publishing Limited |date=13 September 2008 |archive-date=30 June 2021 |archive-url=https://web.archive.org/web/20210630133207/https://www.retrogamer.net/retro_games80/donkey-kong-4/ |url-status=live }} An example of the latter approach is the arcade platform game Donkey Kong (1981), which uses multiple distinct levels to progress a storyline; as Mario (originally called Jumpman) tries to rescue Pauline from Donkey Kong, each level ends with Kong fleeing with Pauline and then Mario having to complete a different level each time, until he finally confronts Kong.{{cite book |last1=Lebowitz |first1=Josiah |last2=Klug |first2=Chris |title=Interactive Storytelling for Video Games: A Player-centered Approach to Creating Memorable Characters and Stories |date=2011 |publisher=Taylor & Francis |isbn=978-0-240-81717-0 |page=14 |url=https://books.google.com/books?id=QUrarEcvaO8C&pg=PA14 |access-date=2021-05-26 |archive-date=2023-02-08 |archive-url=https://web.archive.org/web/20230208074252/https://books.google.com/books?id=QUrarEcvaO8C&pg=PA14 |url-status=live }}

1983's Lode Runner was one of the first titles to ship with a level editor.{{citation | date = August 1984| magazine = Computer Gaming World | title = Lode Runner Contest | page = 22}}{{cite web|url=http://uk.ign64.ign.com/articles/066/066952p1.html|access-date=March 29, 2010|title=Lock'n'Lode|date=February 17, 1999|work=IGN|archive-url=https://web.archive.org/web/20091218200011/http://uk.ign64.ign.com/articles/066/066952p1.html|archive-date=December 18, 2009}} Its designer, Doug Smith, reputedly paid neighborhood children to design levels for the game. The same year, the multiplayer dungeon crawl Dandy was released, and it also shipped with a level editor which was documented in the manual.{{cite web|title=Dandy|url=http://www.atarimania.com/game-atari-400-800-xl-xe-dandy_1494.html|website=Atari Mania|access-date=2020-08-15|archive-date=2020-02-01|archive-url=https://web.archive.org/web/20200201135218/http://www.atarimania.com/game-atari-400-800-xl-xe-dandy_1494.html|url-status=live}} ZZT (1991) is a later game with user-accessible mapping and scripting.{{cite web|url=http://everything2.com/title/ZZT|title=ZZT|date=April 25, 2003|access-date=March 29, 2010|work=Everything2|archive-date=June 1, 2016|archive-url=https://web.archive.org/web/20160601122311/http://everything2.com/title/ZZT|url-status=live}}

A game genre that required significant amounts of time to design areas were text-based games,Shahrani 2006, part III such as MUDs. Often, promoted users were assigned to make new paths, new rooms, new equipment, and new actions, often using the game interface itself.

File:Nexuiz screenshot 05.jpg like Nexuiz, the levels are designed as three-dimensional spaces.]]

3D first-person shooters Doom (1993) and Doom II (1994) were two of the first games to attract focused game modding activity, and many WAD level files were made for them. One of the reasons was a clear separation between the level files and game engine itself. Half-Life, Quake 3, and many other games have notable mapping tools and communities{{Citation needed|date=March 2010|reason=some community links/examples maybe}} focusing on user-generated content.

=Process=

Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models.Bates 2004, p.107-110Oxland 2004, pp.132-135 Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid of a level editor.

A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different game genres that exist as of the 2020s.

General steps include:

  • Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in;Oxland 2004, pp.128-130
  • Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources.
  • Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.;
  • Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.;
  • Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points,Oxland 2004, p.139 etc.;
  • Specifying the start and exit locations for one or more players;
  • Adding aesthetic details such as level-specific graphic textures, sounds, animation, lighting and music;
  • Introducing scripted event locations, where certain actions by the player can trigger specified changes;
  • Placing pathfinding nodes that non-player characters take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player.

The first level of the game is usually designed to get players to explore the mechanics of the game, notably in World 1-1 of Super Mario Bros.{{cite web|url=http://www.1up.com/features/learning-level-design-mario|website=1UP.com|title=Learning Through Level Design with Mario|last=Parish|first=Jeremy|year=2012|access-date=2020-08-15|archive-date=2017-03-14|archive-url=https://web.archive.org/web/20170314102722/http://www.1up.com/features/learning-level-design-mario}}

Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be produced by a different person or team.

The level design process may be iterated several times before achieving the desired outcome.{{Explain|date=August 2021|reason=What is meant by 'iterated'?}}

Level designers and concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the player.Oxland 2004, pp.140-141

=Design goals=

Level design is necessary for two primary purposes: providing players with a goalBates 2004, pp.111-112 and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an immersive experience, and sometimes, especially in story-based games, to advance the storyline.

=Player directing=

Levels are generally constructed with flow control in mind;Bates 2004, pp.113-114 that is, directing the player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means.

Often the level layouts feature power-ups and items positioned so that collecting them inevitably makes the player move in the correct direction. This is one of the basic player direction techniques and is most often seen in platformers.

Lighting and illumination, as well as distinctly-coloured objects, are often used to unambiguously guide the player towards the correct path. Similarly, clearly marked choke-points can be introduced.

Another method is strategic placement of obstacles and aesthetic environment props that direct the player's attention to "clear" paths instead. This is often used in closed, "stuffed" environments.

Levels may be designed to force the players to explore the map and advance. Most Real-Time Strategy maps give each player a starting base, but will have resource distribution and terrain features designed to draw players out of their base and engage each other. Teamplay maps can provide noticeable advantages to one team over another, when designed poorly.

{{anchor|In-game streaming|Seamless loading}}

=Level streaming=

Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with a loading screen while the game loaded level information from storage. With more advanced computing hardware with faster input/output data transfer rates, such as optical drives, hard disk drives (HDDs), solid-state drives (SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assets{{Snd}}models, textures, and audio{{Snd}}into the computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for open world games to give the perception of a fully-interconnected space. There are often tricks used to give the computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels".{{cite web | url = https://www.gamesradar.com/the-secret-art-of-the-video-game-loading-screen-and-why-they-wont-be-going-away-anytime-soon/ | title = The secret art of the video game loading screen, and why they won't be going away anytime soon | first = Alex | last = Avard | date = March 21, 2019 | access-date = January 13, 2021 | work = GamesRadar+ | archive-date = January 14, 2021 | archive-url = https://web.archive.org/web/20210114173611/https://www.gamesradar.com/the-secret-art-of-the-video-game-loading-screen-and-why-they-wont-be-going-away-anytime-soon/ | url-status = live }} With newer consoles, such as the PlayStation 5 and Xbox Series X and Series S, special SSD arrays alongside software libraries that have a total high data throughput can eliminate the need for any loading tunnels in a seamless world game.{{cite web | url = https://www.eurogamer.net/articles/digitalfoundry-2020-playstation-5-specs-and-tech-that-deliver-sonys-next-gen-vision | title = Inside PlayStation 5: the specs and the tech that deliver Sony's next-gen vision | first = Richard | last = Leadbetter | date = March 18, 2020 | access-date = March 18, 2020 | work = Eurogamer | archive-date = March 18, 2020 | archive-url = https://web.archive.org/web/20200318160911/https://www.eurogamer.net/articles/digitalfoundry-2020-playstation-5-specs-and-tech-that-deliver-sonys-next-gen-vision | url-status = live }}{{cite web|last=Leadbetter|first=Richard|date=March 16, 2020|title=Inside Xbox Series X: the full specs|url=https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs|access-date=March 16, 2020|work=Eurogamer|archive-date=August 19, 2020|archive-url=https://web.archive.org/web/20200819083150/https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs|url-status=live}}

Level designer

A level designer is a game designer who makes environments and scenarios using a level editor and other tools.Moore, Novak 2010, p.76 Level designers will usually work on a level from pre-production to completion{{Snd}}working with both incomplete and complete versions of the game. Video game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for level consistency and clear layout before required artwork is produced by game artists. Many level designers have skills as both a visual artist and game designer,Bates 2004, p.118 although in recent years{{When|date=August 2021}} the responsibility for visual-, structural- and gameplay-related tasks has been increasingly divided among several specialists.

Level creation tools

A wide variety of tools may be used by someone designing and making a level. Although it is faster to design models and textures with general-purpose multimedia development tools, games usually require the data to be in a unique format suited for that game's engine. For this, specific compilers and converters of models, textures, and audio data may be required to lay out a level.

Sometimes, professional 3D editing software, such as 3D Studio Max, Blender, AutoCAD, Lightwave, Maya, Softimage XSI or Grome is used, usually customized with a special plugin developed for the specific game.{{Citation needed|date=December 2012}}

=Level editor=

{{See also|List of level editors}}

File:TIDE Tile Map Editor Thumb 01.png]]

File:Warzone 2100 - EditWorld - 1.jpg Warzone 2100]]

A level editor (also known as a map, campaign or scenario editor) is a game development tool used to design levels, maps, campaigns and virtual worlds for a video game. An individual involved with the development of game levels is a level designer or mapper.

In some cases, the developer of a video game includes built-in level editing tools; for example, a track editor for a racing game. Other times they may release an official level editor for the game as a separate application. Sometimes players of the game develop fan-made level editors.

Developing level editors will allow the game creator to use the same load- and rendering routines as the game itself, and may make it easier and more pleasant to create levels. Developers of FOSS-games may argue that a game is not complete until other users easily can add new levels.DusteD. "[https://dustedgames.blogspot.com/2016/03/making-games-as-single-developer-pt-2.html Making games as a single developer (pt. 2)]", DusteD Games, 28 March 2016.

One of the first 3D games which became popular partially due to level editors and fan-made maps, other game addons, and other works related to the game, was Doom. The development of various third-party editors led to the formation of an online community trading fan-made maps.{{cite web |title=Game Engines: Tools for Landscape Visualization and Planning? |website=Hochschule Anhalt |url=http://www.kolleg.loel.hs-anhalt.de/studiengaenge/mla/mla_fl/conf/pdf/conf2002/42herwig.pdf|citeseerx=10.1.1.134.75|first1=Adrian|last1=Herwig|first2=Philip|last2=Paar|year=2002|pages=161–172|access-date=2020-02-07|archive-url=https://web.archive.org/web/20170809113412/http://www.kolleg.loel.hs-anhalt.de/studiengaenge/mla/mla_fl/conf/pdf/conf2002/42herwig.pdf|archive-date=2017-08-09}}

A level editor is often limited to designing levels for only a certain game engine. Developing a level editor takes a lot of time; it is more time- and cost-efficient to release multiple games using the same engine instead of developing a new engine and level editor for each game. As level editors generally allow for limited game-development work, to make larger changes to a game than simply adding new levels, a software development kit (SDK) is sometimes needed.

=Construction set=

{{See also|Game creation system}}

In the early years of video gaming, some games came with a utility called a "construction set". This was similar in many ways to a level editor. Some games used them to make extra levels, whereas others (like the Shoot-'Em-Up Construction Kit) used them as a means to develop a game rather than be a game in itself.

Gameplay alteration

Maps' design can significantly impact the gameplay. For example, the gameplay may be shifted towards a platformer (by careful placement of platforms) or a puzzle gameBates 2004, pp.116Brathwaite, Schreiber 2009, p.48 (by extensive use of buttons, keys, and doors). Some FPS maps may be designed to prevent sniping by not including any long hallways, while other maps may allow for a mix of sniping and closer combat.

Gimmick maps are sometimes developed to explore selected features of gameplay, such as sniping or fist fighting.Bates 2004, p.108 While they are briefly useful to level designers and interesting to experienced players, they are usually not included in final list of levels of the game because of their limited replay value.

=Minigame=

{{Main|Minigame}}

A minigame (also spelled mini-game or mini game, sometimes called a subgame or microgame) is a short video game often contained within another video game, and sometimes in application software or on a display of any form of hardware. A minigame contains different gameplay elements than the main game, may be optional, and is often smaller or more simplistic than the game in which it is contained. Minigames are sometimes also offered separately for free to promote the main game. Some minigames can also be bonus stages or secret levels. They are distinguishable from levels in that a level is an environment bound to a set of mechanics and rules that all defines all other normal levels in a game, whereas a minigame can use different rules and playstyles but may not necessarily be set in a different environment.

=Hidden features=

{{Redirect|Secret level|the video game studio formerly named that|Sega Studios San Francisco|the animated anthology series|Secret Level}}

Level designers sometimes make hidden rooms and areas that usually require more effort for the player to reach or to notice.Shahrani 2006, part II These usually give some additional rewards, such as ammo or powerups. They serve to induce players to explore.{{cite magazine |first=Neil |last=West |title=The Way Games Ought to Be... |magazine=Next Generation|issue=38|publisher=Imagine Media |date=February 1998 |page=107}} Sometimes, they serve as easter eggs, containing messages such as the level designers' names or pictures, or political or humorous messages. One of the first games with a 3D engine to feature hidden features was Wolfenstein 3D, where certain walls could be pushed to reveal hidden passages.

Sometimes, a whole level may be designed as a secret level.

=Bonus stage=

{{main|Bonus stage}}

A bonus stage (also known as a bonus level or bonus round) is a special level within a video game designed to reward the player or players, and typically allows the player to collect extra points or power-ups. Bonus stage either have no enemies or hazards, or replace the normal penalties for being struck by enemies or hazards with simply being thrown out of the bonus stage. Many bonus stages need to be activated or discovered in some manner, or certain conditions must be satisfied to access them. Otherwise, they appear after the player has completed a certain number of regular stages.{{cite magazine|title=The Next Generation 1996 Lexicon A to Z|magazine=Next Generation|issue=15 |publisher=Imagine Media|date=March 1996|page=30|quote=Typically, bonus levels are either hidden and require discovery or appear after a certain number of regular levels have been completed.}}

Level bugs

There are many map bugs that level designers try to avoid, but sometimes go unnoticed for some time.

A player might get stuck in map geometry with no way to escape or to die. A player might be able to find a specific spot where they do not have to move to gain experience, because monsters are constantly spawned but can be easily and immediately killed.{{Citation needed|date=December 2014}} In multiplayer maps, a player may be able to reach areas of the map designed to be inaccessible; for example, reaching an advantageous rooftop position and camping other players. A player might be able to fall out-of-bounds of a map where other players cannot reach them.{{Citation needed|date=December 2014}} Invisible walls are cited to be level design bugs, and might be "left-over geometry" from an earlier version of the level or an object's improperly aligned "collision box".{{cite book|last1=Levy|first1=Luis|last2=Novak|first2=Jeannie|date=2009-06-22|title=Game Development Essentials: Game QA & Testing|url=https://books.google.com/books?id=lBDgcrSUcAQC&q=invisible+wall+game|publisher=Cengage Learning|isbn=978-1-4354-3947-4|page=84|access-date=2014-11-18|archive-date=2023-02-08|archive-url=https://web.archive.org/web/20230208074307/https://books.google.com/books?id=lBDgcrSUcAQC&q=invisible+wall+game|url-status=live}}

In some cases, specific mapping tools can be designed to automatically detect problems such as falling "outside" a level, and reaching "stuck" areas. Careful level designers run these tools as the last step before releasing a new version of a level.Bates 2004, pp.117-118 In most cases, the best way to improve a map is by playtesting it with experienced players, and allowing them to try to exploit any problems.{{According to whom|date=August 2021}}

See also

Sources

  • {{cite book|author=Scott Rogers|title=Level Up! The Guide to Great Video Game Design|url=https://books.google.com/books?id=UT5jAwAAQBAJ|date=16 April 2014|publisher=Wiley|isbn=978-1-118-87719-7}}
  • {{cite book|author=Lewis Pulsipher|title=Game Design: How to Create Video and Tabletop Games, Start to Finish|url=https://books.google.com/books?id=SkAJt4gdgwoC|date=25 July 2012|publisher=McFarland|isbn=978-0-7864-9105-6}}
  • {{cite book|author=Guy W. Lecky-Thompson|title=Video Game Design Revealed|url=https://books.google.com/books?id=3aQLAAAAQBAJ|date=1 January 2008|publisher=Cengage Learning|isbn=978-1-58450-607-2}}
  • {{cite book | title=Game Design | last=Bates | first=Bob | year=2004 | edition=2nd | publisher=Thomson Course Technology | isbn=1-59200-493-8 | ref=Bates }}
  • {{cite book | title=Challenges for Game Designers | last1=Brathwaite | first1=Brenda | last2=Schreiber | first2=Ian | year=2009 | publisher=Charles River Media | isbn=978-1-58450-580-8 | ref=BrSch }}
  • {{cite book | title=Game Industry Career Guide | last1=Moore | first1=Michael E. | last2=Novak | first2=Jeannie | year=2010 | publisher=Cengage Learning | location=Delmar | isbn=978-1-4283-7647-2 | ref=MoNov }}
  • {{cite book | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=0-321-20467-0 | ref=Oxland }}
  • {{cite web |url=http://www.gamasutra.com/view/feature/2674/educational_feature_a_history_and_.php |archive-url=https://archive.today/20121208182148/http://www.gamasutra.com/view/feature/2674/educational_feature_a_history_and_.php |url-status=dead |archive-date=December 8, 2012 |title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games |first=Sam |last=Shahrani |date=April 25, 2006 |access-date=5 January 2011 |ref=ShahArt}}
  • {{cite book | title=Challenges for Game Designers | last1=Brathwaite | first1=Brenda | last2=Schreiber | first2=Ian | year=2009 | publisher=Charles River Media | isbn=978-1-58450-580-8 | ref=BrSch }}

References

{{Commons category|Level editors}}

{{reflist|2}}

{{video game gameplay}}

{{Design}}

Category:1979 in video gaming

Category:Computer art

Category:Video game development

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