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Games Entertainment

Why Do Games Still Have Levels? 512

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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Why Do Games Still Have Levels?

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  • HL2 Has Levels? (Score:5, Insightful)

    by Svet-Am ( 413146 ) on Wednesday November 21, 2007 @06:18PM (#21440947) Homepage
    Since when? HL2 is set up exactly the same as HL1.
  • by Anonymous Coward on Wednesday November 21, 2007 @06:20PM (#21440993)
    And that's really good enough for me.
  • by Midnight Thunder ( 17205 ) on Wednesday November 21, 2007 @06:21PM (#21441009) Homepage Journal
    Games that have levels usually have them as way to indicate that the game just got harder. For example, games such as tetris increase speed each time a certain number of blocks are cleared and arkanoid after a screen is cleared. Games that can't be broken down into such simplified logic rarely ever have the notion of levels and instead make it so that you can't get into a certain area, or fail in it, if you haven't got the necessary equipment, XP, etc.

    In short the existence, or lack of, all depends on the type of game in play.
  • by PitaBred ( 632671 ) <slashdot&pitabred,dyndns,org> on Wednesday November 21, 2007 @06:22PM (#21441017) Homepage
    Because sometimes, it's nice to do themed, episodic content that's broken apart by firm delineations. If anything, I think that Mario 64 did the best mix of levels and "seamless" play that's been done (haven't tried SM Galaxy yet, it's on my list). Any other silly questions?
  • Simple (Score:5, Insightful)

    by Doomstalk ( 629173 ) on Wednesday November 21, 2007 @06:22PM (#21441019)
    The reason is memory. There's only so much you can load into RAM at once, and levels allow you to more easily control what assets get used and when. You can also do this with streaming and clever tricks, a-la Metroid Prime, but that requires a lot of planning at the initial design phase. It can lead to crash issues if the player gets too far before you've finished loading everything. Again Metroid Prime is a good example of this.
  • Why? (Score:5, Insightful)

    by JUSTONEMORELATTE ( 584508 ) on Wednesday November 21, 2007 @06:22PM (#21441023) Homepage
    Because it's fun to have intermediate progress goals.

    Or was this a trick question?
  • slow news day (Score:5, Insightful)

    by nuzak ( 959558 ) on Wednesday November 21, 2007 @06:23PM (#21441035) Journal
    Wow, Angband, really brand new game there.

    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?

  • by Sowelu ( 713889 ) on Wednesday November 21, 2007 @06:24PM (#21441043)
    Because the writer thought that a clean break in the action, or in the theme between two distinct areas, was important.

    Or because "downtime" occurs between levels that the player doesn't need to see, whether they're following corridors or going back to base.
  • by R15I23D05D14Y ( 1127061 ) on Wednesday November 21, 2007 @06:25PM (#21441055)

    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.

  • Changes in pace? (Score:4, Insightful)

    by Ynot_82 ( 1023749 ) on Wednesday November 21, 2007 @06:29PM (#21441123)
    games have levels for the same reason books have chapters
    any substantial storyline has natural breaks and scenery changes contained within it

    what's the problem?
  • by Lord Satri ( 609291 ) <alexandrelerouxNO@SPAMgmail.com> on Wednesday November 21, 2007 @06:30PM (#21441133) Homepage Journal

    amateur (Angband)?
    Instead of Angband [wikipedia.org], try Tales/Troubles of Middle Earth [t-o-m-e.net] instead (on wikipedia [wikipedia.org]). Angband has been mostly frozen for years, while TOME, amongst the numerous Moria/Angband spinoffs, is the most advanced and active.
  • by ZombieRoboNinja ( 905329 ) on Wednesday November 21, 2007 @06:30PM (#21441135)
    Yeah, a modern computer could load up every single level of Doom or Super Mario Brothers at once and string them together... but strangely enough, game designers have actually scaled up the detail of their games as computing power has improved.

    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.
  • by Libertarian001 ( 453712 ) on Wednesday November 21, 2007 @06:33PM (#21441161)
    For as insightful as that comment was (and I've no gripes with it being modded as such), you do realize that the examples you gave are for 20+ year old games that were memory limited...just like in the original question.

    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.
  • Simple reason (Score:5, Insightful)

    by rossz ( 67331 ) <ogre&geekbiker,net> on Wednesday November 21, 2007 @06:38PM (#21441233) Journal
    Levels give those of us who can't play 24x7 some short term goals. Reaching the next level is a basic goal you can use as a time marker when you have other things to do, but need a little down time.
  • GTA (Score:4, Insightful)

    by DragonWriter ( 970822 ) on Wednesday November 21, 2007 @06:40PM (#21441253)

    ...the Grand Theft Auto series...


    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 it works (Score:2, Insightful)

    by 91degrees ( 207121 ) on Wednesday November 21, 2007 @06:41PM (#21441271) Journal
    The level structure is still a perfectly valid mechanism for a game. It provides the player with clear objectives and motivation and allows for variety within the game (e.g. level 1 = streets, level 2 = building, level 3 = chase baddies to the north pole).

    The fact that other games have developed alterantive methods of providing structure doesn't mean that existing methods have been surpassed. Linear Movie plots are still being written even after Pulp fiction. heterosexual romance plots are still being written after Brokeback Mountain.
  • by Sciros ( 986030 ) on Wednesday November 21, 2007 @06:43PM (#21441295) Journal
    Sheesh what a douchebag. Games do not have to reflect the structure of the real world to be enjoyable. That's why there's board games, puzzles, sports, etc. If a design is fun then it's fun. It works. End of story. Games might have levels in order to provide the player with a series of challenges that aren't intertwined. If there isn't a reason for seamless transition from one "chunk" of gameplay to another then why expect one? A boatload of games have "levels" and they make perfect sense even if the game mirrors real life. Do you want to go on James Bond missions one after another or do you want to also play through his day-to-day dilly-dallying in Britain when he's off duty in the meantime? For sure the latter is more 'realistic' and may be more 'seamless' but there's no sense in saying it will for sure be more fun.

    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."
  • Re:slow news day (Score:3, Insightful)

    by Artifakt ( 700173 ) on Wednesday November 21, 2007 @06:44PM (#21441305)
    While we're at it, why do pen and paper RPGs still have dungeons and similar structures? Why does any game ever put someone in a position where there are only a few directions to go, instead of constantly giving them 32,364+ choices of direction? Why does chess start off with only the pawns and knights capable of moving? Why can't my checkers move backwards until they are kinged?
          The summary repeatedly begs the question - "Levels are bad, M'kay? Only a terrorist pedophile would like levels. Your mommy will cry if you see any value at all in levels. Now, why do we still have levels?". It's behavior on the level of a political candidate, and I felt deeply ashamed for the writer who was trying to manipulate me like that.
         
  • by Erioll ( 229536 ) on Wednesday November 21, 2007 @06:45PM (#21441319)
    Well putting aside the fact that the game DESIGN is around the idea of a level (arkanoid especially would be a COMPLETELY different game with some kind of continual level), let's give a modern example: The Halo series. In more than one case you get on/off a ship, a planet, or wherever. Teleported, or any other method of "fast travel" then gets you "between levels" of the game. But as the "quip" in the tag for this article said, why do books have chapters? The answer is the same as for games: to segment the story. Either for something as simple as a new art look, or for story reasons, breaking up the game isn't necessarily a bad thing. Go back to one of the earliest methods of storytelling, theatre, and you see acts in the play that are NOT there just to change the set on-stage, but also help segment the story.

    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."
  • by acidrain ( 35064 ) on Wednesday November 21, 2007 @06:48PM (#21441347)
    Same as for levels in games, they represent a discrete section of the narrative. For games with a linear narrative, this makes a lot of sense.
  • by vertinox ( 846076 ) on Wednesday November 21, 2007 @06:53PM (#21441417)
    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.

    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.
  • time? (Score:2, Insightful)

    by AlgorithMan ( 937244 ) on Wednesday November 21, 2007 @07:10PM (#21441581) Homepage
    for example in mafia you played the biggest "jobs" of tommy's career - and there were years between them

    wouldn't it be kinda stupid to play all the uneventful years between those "jobs" in realtime?
  • by Brian Gordon ( 987471 ) on Wednesday November 21, 2007 @07:19PM (#21441683)
    This is sort of like Metroid- yes there's no loading screens so it's "seamless" but come on, seriously. Would you deny the label "level" to describe the distict areas? My favorite Metroid was Prime- a few areas are revisited constantly like Magmoor, but the Phendrana Research areas, the Phazon Mines, etc.. those are levels. The article is seriously wrong about Metroid.
  • Re:HL2 Has Levels? (Score:3, Insightful)

    by rucs_hack ( 784150 ) on Wednesday November 21, 2007 @07:35PM (#21441823)
    It's a matter of the scripts. Any game needs scripting unless you want to code everything natively, which just doesn't work any more. It used to, when games where smaller.

    These scripts are slower, if you have too many in memory a machine would slow intolerably. Thus you split it up into portions. Transition between levels can be made seamless, but the separation is still required. Do you want scripts involving an area you won't reach for ages resident in memory? Nope. Seamless transitions are good, even background loading, but too much loaded in one go is a mistake.
  • Divide and conquer (Score:3, Insightful)

    by hugg ( 22953 ) on Wednesday November 21, 2007 @07:47PM (#21441925)
    Because it's easy to divide the game design tasks among several designers by level. It's harder to show "emergent behavior" on a Gantt chart.
  • Re:HL2 Has Levels? (Score:3, Insightful)

    by mattbee ( 17533 ) <matthew@bytemark.co.uk> on Wednesday November 21, 2007 @08:11PM (#21442135) Homepage
    Well the term might be outdated, but those 30-60s of Loading screens mark "levels" off as far as I'm concerned, and the maps have painfully clear delineations - you know to put the kettle on when you turn down an S-shaped corridor, or an "airlock" style door closes behind you, or your car speeds towards a white light in a tunnel. For me, the loading screens were the biggest problem with enjoying the Half-Life story because there is literally *nothing* to hold my attention while the game loads, it's time to put the kettle on, visit the bathroom etc. In some bits of the HL2, that's a *lot* of caffeine.

    And for short story arcs like the HL2 episodes, especially when there's a fast-moving chase / escape narrative, 60s of loading is as bad as a commercial break in a film. You stop caring as much and the game stops feeling like a whole, and starts feeling like a play with disjointed segments and all the actors disappearing to change costumes.

    I appreciate there are technical limitations, but the key is just to hold the player's attention, don't give them a reason to switch off. e.g. Episode 2 has a segment (several like this actually) where you get into a tall elevator and your companion has about a minute-long speech where you're doing nothing, and there is very little to watch ... AND THEN there's a frigging loading pause after that, time for tea, where was I? Plenty of better-engineered games (and usually much worse-scripted than HL2) use long, scripted or trivially interactive sequences as an interlude while the engine furiously loads the next level, I just don't understand why the Valve engineers can work on the same game for the best part of 10 years and still they hobble their excellent story with those damn pauses.

    Someone else mentioned Metroid Prime, that does a good job hiding its loads behind clunking doors, Jak & Daxter on the PS2, Jet Set Radio on the Dreamcast has a couple of long tunnels ... it's been done, and if there have to be pauses, I'd much rather be twiddling my controller and *me* driving the action forward rather than stare at a frozen screen.
  • by Smauler ( 915644 ) on Wednesday November 21, 2007 @08:16PM (#21442175)

    Very true, an I can't believe your comment was the first I read here that said that. Levels are a _good_ thing for most games, be they direct or contrived. I will not ever generally save in the middle of a firefight in a FPS or other game, because I'm playing it right now, and it's a dumb time to save. No one wants a game that is 100% action throughout for 24 hours plus (I think). Levels are also analogous to time dependent events in lots of games - it's harder to describe World War II if the player has to play through 6 years of a game (less if you're American obviously ;))

    I made a similar point about this a while ago - Why do console titles always place save points immediately prior to dangerous sections? The obvious reason is that people can save and reload and try again, and don't have to worry about dying. In game characters dying is par for the course nowadays - people expect to die loads of times. I personally think that games haven't got easier (I think games have generally got a lot tougher), but games have introduced save/reload as a required feature.

    I also personally _love_ Angband and its variants. My favourite two are Zangband [zangband.org] and TOME [t-o-m-e.net]

  • by Targon ( 17348 ) on Wednesday November 21, 2007 @08:32PM (#21442329)
    The only people who would ask such a question do not have a background in either programming or in game design. So, here are just SOME of the reasons for having "levels"...

    First, you need to look at what goes on behind the scenes.

    In some cases where there do not seem to be "levels", there is one, but the transition is done without a pause. The new area is pre-loaded during game play. This assumes that the game areas are contiguous, where the entire game is played in the same area, and there is no "boring travel" that would bore the player between areas. For these contiguous areas, the plant and animal life may not be all the different, so loading new textures and unloading the old textures may not be needed, while for some, this would be a case of needing to predict which textures need to be removed from memory while loading the appropriate textures and objects on the fly.

    When one fairly small area is enough to strain the average computer, the small size makes it even harder to predict and properly pre-load what is needed for a smooth transition between areas as well.

    There are some very good reasons for having these breaks, including modularity, and allowing for custom content, in addition to saving memory. Back in the ancient days of computers, if you had 16KB of RAM, that was a good amount, but it also meant that you had to really work to reduce how much memory your program would take. Even into the days where 8 megabytes of memory, a programmer had to look at how much memory code would take, and spend a good amount of time trying to cut back on memory usage. So, what do you do to cut back on memory used? One method is to take code that is not needed and clear it out of memory so that more memory is available. By having "levels", it allows a game to clearly define what will be available at one time so that the old junk can be cleared out. If a "new area" will make a huge change to what is going on in the game, that would also be a good reason for a "transition", because the old "rules of gameplay" need to be swapped out for the new.

    There is less of a reason for LONG load times these days, but if a game has a lot of options for which areas the player can enter, being able to pre-load the next area may not be a good option. What if the current area takes a gig of memory by itself? Pre-loading the next area may cause the game to go over the 2 gig mark, and may cause an application crash. There is an increasing number of people who are aware that if a game takes up more than 2048 megabytes of memory at once under 32 bit Windows, it can cause the application to crash due to the limits of 32 bit processors, and the design of Windows(blame Microsoft). You can adjust this number, but it risks the stability of the OS if you do.

    So, if all you play are games that have ONE path, where you enter on one side, and leave on the other, it is easy to pre-load the next level when you get to a certain point. If there is any complexity to the path the player can take, it may not make sense to pre-load all the available areas that the player may choose to enter.
  • by Smauler ( 915644 ) on Wednesday November 21, 2007 @08:41PM (#21442403)

    Or the opposite like in Oblivion where the hardness is simply adjusted to your power everywhere you go but lets you go wherever you want (mostly).

    Scaling everything up to the player's level is the easy way out. It allows for sloppy world creation, and results in a dull experience in which the game is playing you. In my opinion, hard places should be available from the start, and you SHOULD NOT GO THERE. Creating worlds in which one can progress so that they can tackle the tough bits when they are ready is far more difficult than just making everything ok hard at every level.

    A couple of games I think that does this relatively well are X2 and X3. If you try to go too far too fast, you'll be in for a shock. They're far from perfect, but they are great games.

  • Several reasons (Score:4, Insightful)

    by LordZardoz ( 155141 ) on Wednesday November 21, 2007 @09:10PM (#21442625)
    And yeah, I am a game developer.

    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:HL2 Has Levels? (Score:5, Insightful)

    by CastrTroy ( 595695 ) on Wednesday November 21, 2007 @09:30PM (#21442801)
    The game just has to be smart about what parts to keep in memory. If you won't be getting to a certain point for hours, there's no point in having it in memory. The game knows you can't go from the place you are now to a place 100 rooms away in 10 seconds. Same with flight simulator games. You could technically fly around the whole world, but it only loads stuff in the vicinity of where you are. Games like Metroid although they don't have distinct levels still do little tricks to avoid loading. Between some areas where the entire scenery changes, and they have to load a lot of content, they put an elevator. What you're riding in the elevator it's loading the content. It looks likes it's not loading so the user isn't bothered. Personally I find it much more acceptable to wait 15 seconds in an elevator, than to wait 3 seconds while the game pauses with some big loading message on the screen.
  • by n dot l ( 1099033 ) on Wednesday November 21, 2007 @09:42PM (#21442877)
    More like "we didn't have an unlimited amount of time and money with which to write the engine, so what can we do?"

    But I'm going to stop writing now since this heading into off-topic territory.
  • by Anonymous Coward on Wednesday November 21, 2007 @09:52PM (#21442939)
    jobs are levels though, only done out of order, they just happen to occur in the same environment. it's not that much different from quests in an rpg where several objectives are available at once in a semi open world (many optional). there's a sandbox aside from that but you don't get anywhere messing around in it
  • Re:Why? (Score:2, Insightful)

    by freezingweasel ( 1049610 ) on Wednesday November 21, 2007 @11:04PM (#21443311)
    Also bragging rights. Level is the "other" score for some games. (Arcade / Atari especially) and is a convenient way of comparing notes with friends in other games. (I'm only in 5-2 on Super Mario Brothers) In Super Mario Brothers 3 world-level is far more convenient than trying to describe the level you're interested in.

  • by dido ( 9125 ) <dido&imperium,ph> on Wednesday November 21, 2007 @11:48PM (#21443555)

    True, but there were cutscenes too (never mind the fact that they seemed really badly contrived most of the time). The other thing is Ultima IX's Britannia was a helluvalot smaller than in any previous Ultima. Britannia had been shrinking continuously since its largest size in Ultima V, and in Ultima IX it seems that it would be possible to walk from Minoc to Paws in less than an hour of game time, where the same trip would have taken several days of game time in Ultima V. That must have made things a bit easier. Pity that a game that had captured the imaginations of people like me were to end that way after a 20-year run.

    More to the point, Ultima VII, widely considered the high point in the series, was just as seamless, and in some ways arguably more so.

  • Re:HL2 Has Levels? (Score:3, Insightful)

    by Otto ( 17870 ) on Wednesday November 21, 2007 @11:57PM (#21443603) Homepage Journal
    This is a simple idea, agreed, however it's difficult to do with modern 3d games. A lot of the rendering is offloaded from the main processor to the video card.

    So, when textures and other such data are loaded into the video card itself, it can't do much else at the same time, like rendering gameplay. So you need to stagger the loads of data to be "in the background" and with some cards, that's just not possible. On shared memory card schemes, where the card itself is reading data directly from the main RAM, this is simpler, but it's slower overall that way too.
  • Re:Simple reason (Score:3, Insightful)

    by jamesh ( 87723 ) on Thursday November 22, 2007 @12:53AM (#21443903)
    That cuts both ways though. How many times have you played "just one more" level of a game or read "just one more" chapter in a book?
  • by 75th Trombone ( 581309 ) * on Thursday November 22, 2007 @02:27AM (#21444275) Homepage Journal
    It's not just that people like pauses, it's that we like payoff. We like to feel that we've finished something every once in a while before we finish the whole thing.

    There's much more to a chapter or level ending than a pause. There's a wrapping up of previous story/gameplay elements, and a feeling of beginning anew: a chance to compress all our experiences in the previous level down to just the important stuff and to expunge the tedious parts.

    In a way, like the people above have said, it has everything to do with loading new stuff into RAM and paging old stuff to disk. It's just not the computer's RAM or the computer's disk.
  • Re:Simple reason (Score:3, Insightful)

    by rossz ( 67331 ) <ogre&geekbiker,net> on Thursday November 22, 2007 @03:41AM (#21444561) Journal
    Just last night I kept reading "just one more chapter." It was 1am when I finally turned off the light. Getting up this morning was not pleasant. I hate when I do that.
  • by k8to ( 9046 ) on Thursday November 22, 2007 @04:27AM (#21444729) Homepage
    And angband is balanced and fun, and TOME is an arbitrary collection of pain.

    If you like pain (the colored text kind) and poor game balance, by all means, play TOME!
  • by Moraelin ( 679338 ) on Thursday November 22, 2007 @07:31AM (#21445219) Journal
    Well, that doesn't necessarily scale.

    I guess the best way to say it is: it boils down to how long your loading times are. If they're fast enough, sure, you can put them in a background thread. If not, not.

    It may sound like merely stating the obvious tautology, but there are some actual game design implications there.

    If we decide that all games must be seamless and loading screens are sooo last century, then that puts an upper limit on how complex your game can be. Complete changes of scenery (e.g., from jungle woods to high-tech research bunker) are right out, because there you get to pretty much replace the whole set of textures. Extremely high polycounts and texture detail are out too, because obviously loading another 16 MB for the next zone is much faster than loading 256 MB for the next zone. And extremely complex scripts and dialogues are out too, because one way or another you do end up loading them.

    You can't really have both. Morrowind tried, and it became just a case of annoying breaks more often, instead of them being at points where you're warned and expect a load time. Instead of having one load screen every zone change, it just ended up having one a hickup every 30 ft. It just became a constant annoyance.

    Second, keeping in memory the data to decide exactly what you want to load means more memory needed too, so it comes at the expense of something else. Sure, you don't need much RAM to decide it when you load just terrain for a FPS, but in a complex RPG it can be subtly more complex. The more that could have changed in the world as a result of the player's actions -- or of player mods -- the more you might have to process an area before it's ready to render.

    Pre-optimizations are also right out. You can't pre-compute too many NPC's paths and schedules, if you have to be ready in milliseconds. So that again will have to come at the expense of something else. Either then you need more CPU power during the game, or you load the pre-computed data to a file... but that again brings you back to the problem that now you're waiting for IO, so you have to reduce some other data being loaded. It also throws a spanner into modding, since now changing a cell -- Morrowind or Oblivion style -- essentially invalidates anything you might have pre-computed when developing the game.

    Basically what works for a flight sim, may not necessarily be the best way for a complex RPG like NWN2.

    That's not to say that you'll end up with a bad game. WoW can be seamless and a good game. But if you re-read the above paragraphs and have played WoW, you might recognize some of the tradeoffs they had to do, to keep it seamless.

    It's not applicable to all games, that's what I'm saying.

    Elevators too, are nice but aren't for all games. You'd be hard pressed to justify an elevator in a medieval setting, for example. Heck, even in a modern setting, if you have elevators between bits of outdoor scenery, it looks just bloody stupid.

    So basically, yeah, it would work in an old-style FPS consisting of small mazes of small rooms. But I'd rather that not all games became clones of Quake 2 and its engine's limitations.

Remember, UNIX spelled backwards is XINU. -- Mt.

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