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?"
well (Score:2, Interesting)
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:Why do games have levels? (Score:3, Interesting)
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.
Why do movies still have cuts? (Score:3, Interesting)
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.
Re:WTF (Score:5, Interesting)
Re:Simple (Score:4, Interesting)
Re:See Books, Albums, etc. (Score:3, Interesting)
Ultima Ascension! (Score:3, Interesting)
You walked around the world with no load screens at all, through tunnels under the sea to the island on the other side and swim back again. Walk into buildings, cave systems, castles all in one huge seamless world.
The graphics were incredible. Did I mention no load screens?
1999 or so. And there was not much hardware available at the time to play it with all the graphics turned right up to 11.
Pity about the crap game play tho, it became so boring after a while that the only way I could bring myself to finish it was to use hacks.
So no, lack of load screens does not a great game make.
Re:Well on computers at least (Score:2, Interesting)
Besides that you have the overhead of constantly locking/unlocking the handle to get at the actual pointer. And the odd stutter whenever you have to compact memory (which is completely unacceptable in certain game types - platformers for example are extremely frustrating if they stutter in the middle of some precisely timed maneuver).
And on top of that you often have to deal with multi-threaded systems where the locking/unlocking mechanism gets really interesting, and expensive - and forces you to attach some extra "locked" bits to each allocation. On top of this, if the compactor has to deal with locked memory blocks, then you either have to control what can be locked and when at a very fine level, or you essentially re-introduce the fragmentation problem. Fixed addresses mean you only have to ensure that other threads don't free some data that's still in use which is much easier to deal with.
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.
How does this warrant a front page (Score:2, Interesting)
Re:Well on computers at least (Score:5, Interesting)
Re:Why do movies still have cuts? (Score:2, Interesting)
Hitchcock's Rope [imdb.com] appears to be one single long continuous shot. There actually are a couple cuts, which you can spot if you look for them. They are carefully hidden by clever camera movements. But, to the audience, it appears as a single shot with one scene.
In fact, this movie is based on a play that isn't broken into scenes either. (Maybe it is a metaphor for the name "Rope"?)
Anyway, one continuous scene like that can be exhausting to watch. I am glad that this isn't common.
Re:Because they are useful (Score:3, Interesting)
It is funny (if I were snootier I might say 'ironic') but on a really, really good book I don't even notice the new chapters starting. There have been several books I've read that really hit the ground running and the first time I'd notice a new chapter was around 7 or 8.
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.
Re:HL2 Has Levels? (Score:3, Interesting)