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Why Do Games Still Have Levels?
Posted by
Zonk
on Wed Nov 21, 2007 05:17 PM
from the good-question dept.
from the good-question dept.
a.d.venturer writes "Elite, the Metroid series, Dungeon Siege, God of War I and II, Half-Life (but not Half-Life 2), Shadow of the Colossus, the Grand Theft Auto series; some of the best games ever (and Dungeon Siege) have done away with the level mechanic and created uninterrupted game spaces devoid of loading screens and artificial breaks between periods of play. Much like cut scenes, level loads are anathema to enjoyment of game play, and a throwback to the era of the Vic-20 and Commodore 64 - when games were stored on cassette tapes, and memory was measured in kilobytes. So in this era of multi-megabyte and gigabyte memory and fast access storage devices why do we continue to have games that are dominated by the level structure, be they commercial (Portal), independent (Darwinia) and amateur (Angband)? Why do games still have levels?"
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HL2 Has Levels? (Score:5, Insightful)
Re:HL2 Has Levels? (Score:5, Informative)
Although there are 'loading' screens, but that is just because the game is programed that way.
Portal is similar, but much more distinct in the way of 'levels.' But that works into the gameplay quite a bit because each 'level' is a new test. Once you get into the behind-the-scenes area there is no real 'level' change. Just loading screens, which you have with all Valve single player games.
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Re:HL2 Has Levels? (Score:5, Insightful)
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Re: (Score:3, Informative)
In HL2 you did have a few, fade to black then a few hours later, moments.
Re:HL2 Has Levels? (Score:5, Informative)
If you count halflife, hl2, ep1 and ep2 as one game, there are 6, one at the end of each game, where you get take out of time and space, or knocked unconscious, the teleport in hl2, and the when you get knocked unconscious in halflife and put in the trash compactor.
Even including these, from the time you get on the train at the start the game is a complete presentation of Gordon Freeman's life, with no gaps where he goes off and does something without you.
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Re:HL2 Has Levels? (Score:5, Funny)
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Re:Toilets are overrated (in games at least) (Score:5, Funny)
Constipation. He's stuck on it 'forever'.
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Re:HL2 Has Levels? (Score:4, Informative)
In HL2 you did have a few, fade to black then a few hours later, moments.
Yeah 'cuz in HL1 the military special forces don't ambush you after you fight a bunch of ninja guys, knock you out, carry you away and you wake up in a trash compactor some time later weaponless... Oh, wait...
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Re:HL2 Has Levels? (Score:5, Informative)
Now, on a modern PC, the load times in Half Life are so short that you won't notice them - you'll get a really fast blip of text saying "now loading", and that's about it. But when Half Life was new, there was a good 20 seconds of wait time between levels.
Also, Portal's elevators are rarely actual loading screens. The first 18 test chambers take place on something like 6 separate levels, but there's still an elevator ride between each one. You're confusing a pause in the game with a loading screen.
While we're at it, it was rare for a C64 game to have in-game loading. The vast majority of C64 games ran on tapes, so didn't have access to the tape after it had finished loading. The entire game had to fit in that 64Kb of RAM (possibly less, depending on how the game set up the RAM).
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Because they are useful (Score:4, Insightful)
In short the existence, or lack of, all depends on the type of game in play.
Re:Because they are useful (Score:4, Insightful)
I understand why Doom has levels, since you're literally descending to a new location. So the name basically fits.
But what about the host WWII games? Ooohhh, Normandy was easy, wait 'til you get to Bastogne... Don't think the troops saw it that way.
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Re:Because they are useful (Score:5, Insightful)
Overall, I wouldn't put "seamless" above story in ANY case, in any medium. Sometimes seamless works (HL2 is nearly-seamless, though there is the "slow teleport" which definitely qualifies as a break in the continuity), and sometimes you need the break-up to move around the story (Halo). And some games just work better with discrete campaigns, such as RTS games. And even the FPS example you gave, any WWII game. Well as veterans can tell you, the fighting DOES stop at some points. You make discrete attacks, push forward, and hold. It's not anything like the games of course, but it's not 24/7/365 from the start to the end of any war.
Levels work as both a story tool, and a gameplay tool. If they're eliminated, you need a reason for that too, which is OK, but they shouldn't be eliminated "just because."
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Re:Because they are useful (Score:4, Insightful)
You mean 24/7/365 like WWII Online?
There are games that exist. On an individual a soldier doesn't fight 24/7 but there is always something going on like a bombing raid, naval attack, or troop movement on a strategic scale.
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Antecedent - Behavior - Consequence (Score:5, Interesting)
We need payoff. We need to feel like we've accomplished something bigger than defeating one enemy, but smaller than finishing the game. We need to expunge all the cruft from one section of the game from our minds to make way for new information.
LAYMAN BEHAVIORISM FOLLOWS:
On one level, we're getting reinforced all the time when we play games. We see an enemy (antecedent), we shoot the enemy (behavior), the enemy dies and the path is cleared (consequence). A couple of levels up, we have the whole game as one contingency, where playing the game is the behavior and having the game finished is the consequence. (I was having a hard time coming up with the exact antecedent on that one.)
But other than with very short games, we need something in between those two. Eventually most people will get satiated on the enemy-shooting contingency; without a higher contingency than that, but a lower contingency than the far-away end of the game, there's no strong enough, near enough reinforcement to be worth continuing to play. (At least for a while.)
END LAYMAN BEHAVIORISM
Game designers know all of this, so they space out the payoff so that there's always something near enough (end of a level) to be worth fighting toward. Eventually, most people will get satiated even with intermittent big payoff, but it takes a lot longer than if the game was just one big level. And in the end, the main goal of game designers is to keep you playing as long as possible.
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Why do games have levels? (Score:5, Insightful)
Re: (Score:3, Interesting)
Re:Why do games have levels? (Score:4, Insightful)
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why do books still have chapters? (Score:3, Insightful)
Simple (Score:5, Insightful)
Well on computers at least (Score:3, Informative)
Re:Well on computers at least (Score:5, Funny)
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Re:Well on computers at least (Score:5, Funny)
Did you have to get the icicle from your house, or his?
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Re:Well on computers at least (Score:5, Funny)
Actually, you have to get the icicle from an ice gnome. But the gnome doesn't want to give to you, so you have to get the sleeping herb to put him to sleep to get it. But the apothecary that sells the herb only takes Borgrovians Drikkits for payment. So you have to travel to Borgrovia and..
Chris Mattern
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Re:Well on computers at least (Score:5, Interesting)
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Re:Simple (Score:4, Interesting)
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Re: (Score:3, Informative)
Re: (Score:3, Informative)
BTW, I was impressed by Katamari Damacy. This game does have levels, but each level is a big world. You start off tiny. Ob
Why? (Score:5, Insightful)
Or was this a trick question?
Accomplishment (Score:5, Interesting)
What I can't figure out is why everyone in my office gets all weird when I start killing co-workers during my XP grind? Sheesh...
Re:Accomplishment (Score:5, Funny)
That's why they're looking at you funny. You're doing it wrong. It's a classic newbie mistake.
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slow news day (Score:5, Insightful)
Portal had individual puzzles in individual rooms. Duh.
Next questions: Why do books still have chapters? Why do plays still have acts? Why do movies still have scenes?
Re: (Score:3, Insightful)
The summary repeatedly begs the question - "Levels are bad, M'kay? Only a terrorist pedophile would like
The same reason that books still have chapters. (Score:3, Insightful)
Or because "downtime" occurs between levels that the player doesn't need to see, whether they're following corridors or going back to base.
Levels provide separation (Score:3, Insightful)
If the basic idea behind a game is a string of essentially separate puzzles, like in portal where each room is a new puzzle, then levels really enhance the gameplay by creating a sense of achievement. I'm thinking of a 2D version, I don't keep up to date on games and I vaguely remember there being several others that might be different.
Levels can be new layers of interest and difficulty. An immersion game is more like a storyline - games with levels play more like a series of puzzles. Some groups of gamers really like puzzles.
See Books, Albums, etc. (Score:5, Interesting)
Ever read a book without chapters? It's a pain. Likewise, can you imagine playing a Mario game where you were just running form the beginning to the end? that would be nuts. Sure, for some applications, continuous can be really interesting. But that's just not what is most natural to people, whether it's like the real world or not.
Re: (Score:3, Interesting)
Changes in pace? (Score:4, Insightful)
any substantial storyline has natural breaks and scenery changes contained within it
what's the problem?
Angband? Get T-O-M-E instead (Score:5, Insightful)
Because content size scales with storage capacity. (Score:3, Insightful)
It's a pretty tough tradeoff, I imagine. Take Half-Life 2. They probably could have more-or-less eliminated load times by scaling down level detail a bit and loading on-the-fly like Oblivion... but would that make it a better game? Apparently Valve thinks we'd rather wait 20 seconds every 15 minutes that have a "seamless" but lower-detail gaming experience.
If we're talking about non-technical reasons for levels (like the different "chapters" in HL2, which didn't change every time a "loading" screen came up), well, games are (ideally) 20+ hours long. You don't expect people to actually play them straight through, so it makes sense to have breaks and intermissions in the narrative, the exact same way almost every novel is broken into chapters.
Why do movies still have cuts? (Score:3, Interesting)
Re: (Score:3)
Some of the best games also have levels... (Score:5, Interesting)
You are basically complaining about superficial differences in game progression. Traditional, levels-based gameplay can be made to be completed in a non-linear fashion, with minimal loading time, and freedom of movement (see Super Mario Galaxy for a recent, and rediculously good example). Where-as less defined organization (like some of the games you mentioned) can be very strictly linear, and have terrible load times. This is more a result of the programming and overall design, not whether a game has levels or not.
There are great usages of level-based design, and terrible ones. It's about as helpful as saying, "why, after all these years, are there still FPSs?" as if one genre of game is inherently inferior.
Why do Books Have Chapters? (Score:5, Funny)
Simple reason (Score:5, Insightful)
GTA (Score:4, Insightful)
Has some "open" play, but also set scenarios which must be completed in order (and reset if/when you fail). Which, to me, is a clear variant of classic level-based play.
Such level-based content is easier to design and implement than completely emergent, open gameplay that is as interesting (the first time through, at least) and detailed.
Because they're GAMES (Score:5, Insightful)
Basically this guy decided to criticize a gameplay setup without giving any thought to why it's there in the first place. Some games don't need it, sure -- take Oblivion for instance. But to say that games "shouldn't have levels" is to say every game should be like this other game (or games) and to hell with all other designs regardless of how they affect the actual play.
That bit where he claims cutscenes are anathema to gameplay is also rich. They work wonderfully in some games and not in others. To say that in every game ever released from here on out the interaction should be constant with no exposition or story progression told through non-interactive segments is assinine and privileges any pressing of buttons over simply enjoying visual media, which is nonsense. In other words, sometimes it's a better idea to tell something through film than it is through "gameplay." It simply takes a good game designer to know when that time is.
Seriously, all of this cutscene and "levels" criticism is ridiculous. Is Metroid Prime hands-down the best fucking game ever made or something? Is it the design we all want for every game? Hell no! We want it for *some* games.
It would be just as retarded, BUT NO MORE SO, to say that EVERY game should have cutscenes or should have its gameplay divided into "levels."
Half-Life has levels (Score:3)
Hard to make continuous worlds (Score:4, Interesting)
It explains a great detail of the issues surrounding a system like this. The more interesting issues are as others have mentioned are memory and disk i/o management, but also there's another lovely curiosity in there... floating point numbers begin to quantize more and more the further you get away from the origin. It means it's impossible to have a global coordinate system.
Enjoy.
Several reasons (Score:4, Insightful)
1) Development purposes.
When you design a game with a set of discreet levels or areas, it is easier to cut out a level than it is to do something like cut out 30% of a contiguous game world.
2) Narrative expedience
If you have a game where the narrative jumps from London to Tokyo to Moscow, do you really want the developers to try to tack on a bunch of filler for parts of the world that have no importance to the story? In Knights of the Old Republic, you only ever visit 5 or 6 worlds. Is that game better served by providing you with a hundreds or thousands of habitable worlds when only those 5 or 6 are relevant to the game?
3) Not all games are about exploration.
Wario ware would not be a reasonable type of game to set in a contiguous world. Trauma center is also not a game that really needs that kind of structure.
In any event, not all of your examples are good ones of continuous worlds. Metroid in particular has two types of loading screens. One shows up when your on a long elevator ride, say between an ice level and between a fire level. You may notice the cut scene that does a close up on Samus during that time. The other loading screen is when you shoot a door to open it, and then get to wait 20 to 30 seconds for the next chamber to load.
END COMMUNICATION
Re:WTF (Score:5, Interesting)
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