Ten Principles for Good Level Design

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  • Опубликовано: 5 июн 2024
  • In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion.
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Комментарии • 294

  • @seangdovic4967
    @seangdovic4967 6 лет назад +727

    41:50 Recap
    For any level designers who come back to refresh their minds but don’t want to watch the entire thing again.

    • @southoceann
      @southoceann 5 лет назад +5

      Thanks!! That helps a lot!

    • @drgore1797
      @drgore1797 4 года назад +14

      Not all heros wear capes.

    • @greggeverman5578
      @greggeverman5578 4 года назад +1

      You’re My new best friend!

    • @whatthefuckesque0
      @whatthefuckesque0 4 года назад +1

      @@greggeverman5578 That is very sad.

    • @fabianoperes2155
      @fabianoperes2155 4 года назад +5

      Thanks bro. This guy walking from side to side is really annoying me.

  • @jaimemagnum
    @jaimemagnum 4 года назад +923

    04:23 1- Good level design is fun to navigate.
    06:47 2- Good level design does not rely on words.
    10:46 3- Good level design tells what to do but never how to do it.
    13:35 4- Good level design constantly teaches.
    16:06 5- Good level design is surprising.
    21:07 6- Good level design empowers the player.
    25:16 7- Good level design is easy, medium, and hard.
    28:13 8- Good level design is efficient.
    32:55 9- Good level design creates emotion.
    37:26 10- Good level design is driven by mechanics.
    41:50 Recap

    • @not_herobrine3752
      @not_herobrine3752 3 года назад +23

      Thanks, dont have time to watch this vid rn

    • @curranh.8328
      @curranh.8328 3 года назад +6

      @@not_herobrine3752 You spelled design wrong from #5-#10 but thank you :)

    • @not_herobrine3752
      @not_herobrine3752 3 года назад +2

      @@curranh.8328 welcome

    • @curranh.8328
      @curranh.8328 3 года назад +4

      @@not_herobrine3752 oh god I tagged the wrong person my bad 😂😂

    • @not_herobrine3752
      @not_herobrine3752 3 года назад +6

      @@curranh.8328 You are welcome anyways ;)

  • @letMeSayThatInIrish
    @letMeSayThatInIrish 4 года назад +405

    "If the player does something you didn't expect, you should not chastise him, you should design it into the game." -- Dan Taylor

    • @ihonest5355
      @ihonest5355 4 года назад +1

      Well said bro

    • @Keyecomposer
      @Keyecomposer 3 года назад +14

      Wish Rockstar games followed that rule.

    • @K3vyB
      @K3vyB 5 месяцев назад

      >implements in-game gold store to counter RMT
      (:

  • @frozenfenix0
    @frozenfenix0 4 года назад +828

    He forgot rule 11 always add a water level

    • @TheConceptBoy
      @TheConceptBoy 4 года назад +79

      Don't forget the sewer level

    • @bombardier0543
      @bombardier0543 4 года назад +55

      Don’t forget the cave level

    • @antigrav6004
      @antigrav6004 4 года назад +67

      Where my poison swamp squad at?

    • @gumfireparalax1371
      @gumfireparalax1371 4 года назад +51

      You guys are forgetting about a lava level.

    • @donpaisa8627
      @donpaisa8627 4 года назад +38

      Don't forget the ice level with slippery floor

  • @sunnyboi3867
    @sunnyboi3867 4 года назад +59

    This made me realize that a Civ game is just one really long level

  • @Enterstainers
    @Enterstainers 6 месяцев назад +11

    18:00 One of the greatest paradigm shifts has to be Halo 1, with the Flood mission. The buildup to that was so out-of-nowhere and terrifying, wondering why the Covenant were afraid, or dead before you got there.

  • @Enduror19
    @Enduror19 6 лет назад +69

    The Ishimura scene in deadspace 2 is the most horrific part of all horror games i ever played. nothing happened all the time but the psychic terror to go throuw that ship that nearly killed me in the first game ... and remembering all the terrors ... it was horrible ... the worst i ever felt while playing a game .. i loved it!

    • @awedsy3195
      @awedsy3195 4 года назад +12

      Physchological horror is best horror, and the scariest one

  • @zill4_
    @zill4_ Год назад +5

    Respect how he handled the first “question”- I’d not be sure how to respond.

    • @lanceuppercut8220
      @lanceuppercut8220 2 месяца назад

      Seriously, seemed kind of like a slight directed at the presentor, he basically called him some kind of emotionally unintelligent brute who doesn't consume enough estrogen enriched soy.

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 года назад +30

    i guess one way to provide ammo for a boss without spoiling is putting the armor on the boss stage, or through minions that drop ammunition, maybe even increase the drop rate on normal monsters before a boss instead of straight giving the ammo, like an unaware enemy that is actually just there to give you the items you need for the next battle

  • @EduardoYukio
    @EduardoYukio 5 лет назад +83

    This was awesome! A real lesson by an experienced designer AND speaker. The way he connected each point of the presentation was gold.

  • @NeverduskX
    @NeverduskX 5 лет назад +20

    This remains one of the most important and relevant game design talks I've seen. I find it useful to see the recap at 41:50 from time to time, but once in a blue I'll watch the whole thing again to catch small but very useful things I might have neglected in my recent designs.

  • @OaksCU1
    @OaksCU1 6 лет назад +224

    Go to 41:49 for a summary, if you don't wanna watch the whole video.

    • @umartdagnir
      @umartdagnir 6 лет назад +23

      I clicked 41:49, saw the text on the stone tablets, paused, tried to read it, thought "Ha-ha, good joke. But too bad there is no summary and I will have to watch the whole video now", then unpaused and the actual summary appeared.

    • @WnIyLkLvIiAsMt97
      @WnIyLkLvIiAsMt97 6 лет назад +4

      I started the video, got bored quickly as he was going over nothing new (so far) looked at comments for a summary, found this. xD

    • @greggeverman5578
      @greggeverman5578 4 года назад +3

      Youre my new 2nd best friend! Congrats! :)

    • @greggeverman5578
      @greggeverman5578 4 года назад +1

      Just dumping another comment to promote this one. These comments are entirely helpful!

    • @greggeverman5578
      @greggeverman5578 4 года назад +1

      I think so anyway.

  • @harrysanders818
    @harrysanders818 3 года назад +6

    One of best level design talks ever recorded

  • @cozymonk
    @cozymonk 2 года назад +8

    55:40 I had that problem even before I started learning game design, even as a small child. You can almost always tell when a boss is coming. If it's not items, it's something else, but there's always a strong tell. I don't think I've ever been surprised by a boss (except maybe the fish that ate me because I kept shooting the water in RE4, but the legit boss fight was not a surprise).

  • @trevorgustavgreen8148
    @trevorgustavgreen8148 4 года назад +3

    6 minutes in and I already learned so much. Such a wonderful and useful resource.

  • @fl260
    @fl260 6 лет назад +98

    This is gold, thanks a ton!

  • @walterwelches4188
    @walterwelches4188 6 лет назад +9

    41:49 is the recap if you’re the TLDR type although I’d recommend watching it through because he gives great examples and elaborates on them.

  • @neptuneleveldesign
    @neptuneleveldesign Год назад +5

    Love hearing insightful, simple to follow and practical tips from industry pros, thank you as always.

  • @timdoesleveldesign
    @timdoesleveldesign 2 года назад +3

    This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design

  • @chriswahl1337
    @chriswahl1337 2 года назад +5

    "If you want to make the player feel persecuted put an enemy AI into the level that constantly hunts him."
    *E.M.M.I. has entered the chat*

    • @David-zy1lr
      @David-zy1lr 2 года назад +1

      God the E.M.M.I in Dread really made the game live up to its name

    • @josephcantrell
      @josephcantrell 3 месяца назад +1

      This is in Middle Earth: Shadow of War....great AI in that game. I was impressed playing it.

  • @sprazz8668
    @sprazz8668 5 лет назад +7

    37:09 DAMN THAT'S AMAZING

  • @squishybuspr
    @squishybuspr 2 года назад +2

    Someone give this man an award for drinking like 5 bottles of water in less than 45 minutes. 🏆

  • @GlowingOrangeOoze
    @GlowingOrangeOoze 2 года назад +19

    haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help.
    Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.

    • @itsaUSBline
      @itsaUSBline 2 года назад +6

      Glad I wasn't the only one thinking this when he got to talking about player empowerment. It's funny how his answer seems to imply that Journey is the first game that's ever made him consider that games could be about something other than purely player empowerment. Kinda amazing how far we've come in just the past several years.

  • @antonmuffin6214
    @antonmuffin6214 Год назад

    so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down

  • @Fjuron
    @Fjuron 4 года назад +5

    Very nice Talk!
    Excellent general guiding rules; not just level design but for game design in general.
    Especially beginning from the desired emotional response and then selecting the elements that together create that emotion, is a really helpful way to do it / think about it.

  • @mammothfurfur774
    @mammothfurfur774 6 лет назад +1

    Great Talk and great questions at the end!

  • @user-sg8fd3qo6r
    @user-sg8fd3qo6r 6 лет назад +252

    33:06
    "Last year the US supreme court declared gay videogames were legaly art"

  • @silvernightpuma
    @silvernightpuma 6 лет назад +2

    Looked up Dieter Rams' "Good design" principles on wiki, very nice.

  • @ciriak
    @ciriak 5 лет назад +53

    Halo 3 thumbnail, Final boss of clickbait :D

  • @StitchfaceAirsoft
    @StitchfaceAirsoft Год назад +1

    he sounded like such a small little guy at 22:06 when he said almost as many people that played dead space 2 lol

  • @QMDLevelDesign
    @QMDLevelDesign 5 лет назад +1

    Very much appreciated, thanks!

  • @chadrichjellming4911
    @chadrichjellming4911 2 года назад +1

    This is a ton of good information. Thanks for the presentation!

  • @roninbadger7750
    @roninbadger7750 2 года назад +6

    "Real life sucks" - tell that to the Farm and euro truck sim players.

  • @amac333
    @amac333 6 лет назад +12

    One of the principals for describing something is to not use the word you're trying describe in the sentence.

    • @daggawagga
      @daggawagga 5 лет назад +1

      You can add an exception to than when talking about recursion

    • @Maouww
      @Maouww 5 лет назад +4

      So like: "One of the principles for communicating the different aspects of any abstract concept is to not use the word identifying the concept that you're trying to indirectly reference in that sentence."
      Yes?

  • @raph2550
    @raph2550 6 лет назад +4

    Very great talk!

  • @markoos88
    @markoos88 6 месяцев назад +1

    If you close your eyes this sounds like a games lecture delivered by Simon Pegg.

  • @ThinkCitric
    @ThinkCitric 4 года назад

    That was a great talk, thank you for sharing it!

  • @silverlight2677
    @silverlight2677 6 лет назад +25

    what a convenience..this is what i need to study

  • @greggeverman5578
    @greggeverman5578 4 года назад +1

    This guy's pretty brilliant! Wonderful talk.

  • @Drecon84
    @Drecon84 6 лет назад +55

    Honestly, I think when designing a prison, the last thing you want is to make inmates feel imprisoned. If you make the whole thing feel open and inviting without compromising safety and security, you'll have a much better prison population.

    • @nerychristian
      @nerychristian 6 лет назад +33

      True. It works with public schools. Create the illusion of freedom, while imprisoning the mind and body.

    • @Scroteydada
      @Scroteydada 5 лет назад +6

      No, it's to keep them out of society. Inmates get released, hopefully a little less crazy than before.

    • @johnnyfreetanga5506
      @johnnyfreetanga5506 5 лет назад +6

      Are you sure about this idea? Actually, there are people who will commit crime to improve their live, living in that prison. It will be better than their current lives.

    • @oklol496
      @oklol496 5 лет назад +12

      "See! I told you we'd find advice on how to build the prison in comments sections! I told you!"

    • @Fualkner
      @Fualkner 5 лет назад +19

      ​@@johnnyfreetanga5506 If your society is awful enough that people are willing to sacrifice their autonomy and freedom for the "comforts" of prison, then your society is the problem.

  • @Tekkai50
    @Tekkai50 Год назад +2

    Rockstar should take some notes.
    Let's look at RDR2 for an example.
    When it comes to the open world of that game, the level design is excellent.
    but in main quests it's so on rails it almost feels like QTE.

  • @blind_neighbourhoodNerd
    @blind_neighbourhoodNerd 5 лет назад

    Loved this talk

  • @QuassGamer
    @QuassGamer 6 лет назад +12

    47:30 That's actually good question I want see what he would say about multiplayer level design!

    • @bruceparab2102
      @bruceparab2102 6 лет назад +2

      Its totally different for multiplayer games, there are choke points, boosts and other aspects of the gameplay session to consider

    • @____uncompetative
      @____uncompetative 6 лет назад +6

      (( | )) is all _Halo_ arena maps
      | | | is all _Call of Duty_ maps
      . * , • ' is all _Battlefield_ maps

    • @0u73rh34v3n
      @0u73rh34v3n 6 лет назад +1

      I personally feel there's more emphasis around strategy when it comes to multiplayer games. Whether it's a 60vs60 shooter, or a co-op game like LBP, it's commonly down to players to find the best positioning to progress.

  • @jeffreyjumisko5165
    @jeffreyjumisko5165 2 года назад

    Great talk. I'm unsure why it is so blurry from the audience view.

  • @Nebulaoblivion
    @Nebulaoblivion 11 месяцев назад +1

    36:58 I remember that, It was so annoying. I fought so hard, and kept restarting the level before I got down to those last two guys because I thought I failed. I was kind of pissed when it ended up being waste of time trying to win it.

  • @josephcantrell
    @josephcantrell 3 месяца назад

    Also I think good level design is that it builds on the previous level, and prepares you for the next one.

  • @jonasdietrich8109
    @jonasdietrich8109 Год назад

    Thanks for the insight!

  • @Randor11
    @Randor11 3 года назад

    Outstanding !!!

  • @rompevuevitos222
    @rompevuevitos222 6 лет назад +80

    imo, Level design is everything on a game, no matter how much you put in a game, without a good playground to use those features the game won't perform well at all

    • @mezzmar
      @mezzmar 6 лет назад +4

      I'm a bit late but, What can you do have a magnificent playground but lack the ability to use it properly? I think that, games rely on its level design and its gameplay, how you move and what you can, whether you run, swim, fly, roll. So, gameplay gives you the abilitiy to play and then you're released on a playground to test them alongside with your skill. You can't have one without the other.

    • @rompevuevitos222
      @rompevuevitos222 6 лет назад +4

      With good enough levels, you can even make gameplay meaningless like Abzu for example, so the level is the most important thing.
      Someone could make a very simple shooter and still be amazing just by having very interesting and fun levels wich aren't just a road with a bunch of walls

    • @sprazz8668
      @sprazz8668 5 лет назад +3

      Well, I agree with you, but as far as I'm aware everything is very important including level design. If you have good level design but your mechanics are bad, that's gonna be equally rubbish.

    • @UltramanII
      @UltramanII 5 лет назад +2

      That problem is probably a lot more prominent in RTS than other genre. There're quite a few new RTS games out there that looks pretty decent but I don't even want to play them, like Empires Apart, because they don't have levels at all, only random map skirmishes. For some players it's not a problem, but for me, an RTS game without a campaign story kinda feel pointless.

    • @4ll3sb4n4n3
      @4ll3sb4n4n3 5 лет назад +1

      I absolutely agree! Gameplay and level design.
      My favorites:
      - Thief 2
      - Shadow Warrior
      - Half Life 2
      - Portal (probably the best level design out of all of these)
      - Super Mario
      - GTA 5

  • @a5hen
    @a5hen 2 года назад +1

    First half of DS1 just peaks everything

  • @leetNightshade
    @leetNightshade 6 лет назад +2

    Modern Warfare 2 wasn't done by Treyarch, but you gave them credit for good level design on it.
    [Edit] Though it sounds like Treyarch may have helped out on some maps around that time, hard to verify which games. Where'd you get this info?

  • @John-996
    @John-996 2 года назад +1

    this guy has crazy CV the amount of big studios he has worked at.

  • @Lovuschka
    @Lovuschka 4 года назад +3

    A good designer does not punish the player for doing something unforeseen.
    The best designers anticipate even that which is impossible and create something unique for that occasion that 99.9 percent of players never will see playing themselves.

  • @danelokikischdesign
    @danelokikischdesign Год назад +1

    This is gold

  • @F2t0ny
    @F2t0ny 2 года назад +1

    I think level design would be my dream game dev job

  • @jefawksspaghettorium
    @jefawksspaghettorium 3 дня назад

    32:28 thanks for squat-leaving :) and not blocking the view

  • @aerodynamic1440
    @aerodynamic1440 5 лет назад

    Useful principles.

  • @michaelcostaphoto
    @michaelcostaphoto 6 лет назад +31

    loved the influencer references- great talk, but lol, dry crowd

    • @civilwarfare101
      @civilwarfare101 5 лет назад +2

      Not many of them played Dead Space 2, shame on them.

    • @scheve1994
      @scheve1994 3 года назад +3

      GDC crowds are dry almost 100% of the time. It's a bit of a shame when the presentator puts in the effort to make the talk engaging.

    • @misterchief5378
      @misterchief5378 2 года назад +2

      i love that there is no cheering and laughing. i hate those kinds of talks, it almost seems to me that they need shitty references because they think their topic is not interesting enough.

  • @owenrivers16
    @owenrivers16 5 лет назад +4

    This is my dream job

  • @adamlee2550
    @adamlee2550 3 года назад +10

    That note about Bethesda making modular levels is why I always get bored of their games and put them down.

    • @jefawksspaghettorium
      @jefawksspaghettorium День назад

      so true
      in ESO this happens a lot: a zillion dungeons looking similar with no real feel to them because they're modular and lifeless and look similar if they're in the same theme basket

  • @chriswahl1337
    @chriswahl1337 4 года назад +2

    25:28 YES! This man gets it! I knew I wasn't the only one.

  • @cabreram.4734
    @cabreram.4734 4 года назад

    God, this is a very good talk! 😳

  • @lauralai9694
    @lauralai9694 2 года назад

    Very interesting! Thank you! :-)

  • @morecarstuff
    @morecarstuff 2 года назад

    Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.

    • @morecarstuff
      @morecarstuff 2 года назад

      on a side note though, older games incorporate most of these features better then most of the new ones. imo.

  • @analogGigabyte
    @analogGigabyte 2 года назад

    If the player does something you don't expect, my friend, that is interesting gameplay

  • @SteveHolmesDrums
    @SteveHolmesDrums 3 года назад +2

    6:34 MW2 was Infinty Ward, not Treyarch.

  • @ty_teynium
    @ty_teynium 3 года назад +1

    Does every slide have to have picture of a game? Also it obscures the words a bit.

  • @akillith6841
    @akillith6841 Год назад +1

    I can't figure out if i've commented already. RUclips hard.
    But, i can't get past the "I'm about to spoil Deadspace 2" part. Been meaning to play it for years... And I always turn the video off at this point. How bad is the spoiler? I spend way more time learning than I do gaming and I really wanna finish this video lol.

  • @twosoulfox
    @twosoulfox Год назад

    Yes.

  • @gabrielchavarria760
    @gabrielchavarria760 7 месяцев назад

    What is the name of the book he tells on number four?

  • @thrivenugget
    @thrivenugget Год назад

    In the year 2040, someone will look back at this video and realise where the worlds fresh water reserves went

  • @D0ubleRadiation
    @D0ubleRadiation 6 лет назад +12

    How can, in 2013, do a conference on Level design and not talk about Dark Souls? Still, amazing video, lots of very interesting points!

    • @DavidBulczak
      @DavidBulczak 6 лет назад +7

      Very good point. Especially since Dark Souls breaks a lot of these principles in a good way.

    • @civilwarfare101
      @civilwarfare101 5 лет назад

      I am glad that someone actually acknowledges Ratchet and Clank.

  • @zefile
    @zefile 6 лет назад +38

    >skyrim
    >nebulous objectives
    i'm sorry but WHAT

    • @WhereIsTheIntruder
      @WhereIsTheIntruder 6 лет назад +27

      Skyrim is awful

    • @shiftyjim4138
      @shiftyjim4138 6 лет назад +19

      Quetzalcoatl Skyrim and it’s waypoint objectives actually ruin exploration or any challenge found in discovery.

    • @hypno_ibram
      @hypno_ibram 5 лет назад +4

      @@shiftyjim4138 There's probably a mod to remove it.

    • @FerintoshFarmsPhotography
      @FerintoshFarmsPhotography 5 лет назад +4

      Must have meant morrowind lol

    • @fernandoramos187
      @fernandoramos187 5 лет назад +2

      @@WhereIsTheIntruder You have not understand nothing about this video...

  • @josephcantrell
    @josephcantrell 3 месяца назад

    What about always gives you experience points in your stats?

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 года назад +2

    the part about a good design teaching something new is how i approach every dungeon in zelda botw, what is this sage trying to teach me ? and when i "cheat" i don't think the levels is bad, because the sage says " you are resourceful"

  • @josephcantrell
    @josephcantrell 3 месяца назад +1

    The only part I benefitted from was when he explained architectural theory.

  • @MEGA_TREE
    @MEGA_TREE 2 года назад

    Very attractive

  • @repman597
    @repman597 4 года назад +2

    The Original Ghost Recon level design as the first and only tactical open-terrain (not open-world) level design. Unfortunately the sequels deviate from the level design and tactical gameplay mechanics.

  • @ZoeyTheSobble
    @ZoeyTheSobble 2 года назад

    Cod campaign designers should watch this

  • @unfa00
    @unfa00 2 года назад +2

    6:28 It's funny that a different talk by an Epic artist was given referring to this same level as visually incoherent and being highlightes as a major drop-off point for players. Of that data is true, this level is significantly less fun to play (it may still be fun to navigate - without enemies I suppose?) as players seemed to have been abandoning the campaign during this level.

  • @remingtonlewis2000
    @remingtonlewis2000 3 года назад

    Is that Errant Signal at 59:05?

  • @3N1StaticGaming
    @3N1StaticGaming Год назад

    5:09 but sometimes I like a game that lets you get lost.

  • @kjj26k
    @kjj26k 5 лет назад +1

    29:50 is when that Halo 3 thumbnail you came for comes into play.

  • @gargamellenoir8460
    @gargamellenoir8460 3 года назад +6

    It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.

    • @larry3828
      @larry3828 2 года назад +3

      skyrim's "story", as in the quests and dialogue, is pretty boring. but the "story" of skyrim, as in the massive, beautiful open world of skyrim, free to be explored in any order, is still enchanting to this day
      i guess it would be classed as emergent story rather than explicit

  • @nintendude794
    @nintendude794 2 года назад +1

    6:38 Treyarch? You mean Infinity Ward?

  • @tysonasaurus6392
    @tysonasaurus6392 5 лет назад +1

    I enjoyed watching the whole thing but if you want to jump straight to his ten principles 4:21

  • @KenTWOu
    @KenTWOu 6 лет назад +2

    5:58 - I'm not sure that MW2 mission was really 'fun'. I've heard in another talk that Favela level was number one drop point in MW2 single player campaign and multiplayer map based on it was one of the least popular maps. That's the talk:
    ruclips.net/video/GZ99gAb4T0o/видео.htmlm7s

    • @RaiceGeriko
      @RaiceGeriko 5 лет назад +1

      I vaguely remember the level, but I do remember it. Unfortunately, I remember it for a very bad reason: near the start of the map, I kept dying over and over and over. I seem to recall there was a metric shit ton of enemies all over the place with Aimbot turned on to Max and I continued to die because I didn't have time to react to them and continue. I eventually got past it, but I remember it being very frustrating in a bad way.

  • @sofiemagko5911
    @sofiemagko5911 2 года назад

    43:55 Q&A

  • @resurrectedsunlight155
    @resurrectedsunlight155 Год назад +1

    Is it me or does Dan sound a lot like Simon Pegg?

  • @initial_C
    @initial_C Год назад +1

    10 Principles of good Level design: uses Halo as Thumbnail
    That's a weird choice

  • @TwilightPB
    @TwilightPB 4 года назад

    great talk, but i couldn't help but notice the speaker was completely unable to decide whether to roll with 'him', 'him/her' or singular they. lol

  • @jolanxblca
    @jolanxblca 4 года назад +1

    38:30 too many HD words, he's lagging

  • @JL-qf3hq
    @JL-qf3hq Год назад

    I guess the game of life is a very well designed game then. The levels fulfill all of these 😅

  • @shrewmastercomics
    @shrewmastercomics 4 года назад +2

    I wanted to hear bad Yoda :(

  • @banana9494
    @banana9494 3 года назад

    Why do old people always sigh like that when nobody gets their outdated references 😂

  • @blackdevilb
    @blackdevilb 5 лет назад +9

    Dark souls 1 blow my mind with lvl design

    • @ManiX207
      @ManiX207 5 лет назад

      though thats more of an level art kinda thing, to be fair alot of ds 1 was not perfected for mechanical playability. but yes DS1 really had and still has one of the best game level map design out there ( though demon souls kinda had a simular approch if you consider only the areas them self.)

    • @tiagodarkpeasant
      @tiagodarkpeasant 4 года назад

      i see no problem with speed running, unless it is a guy that never played the game before seeing another speed runner and just doing the same but faster, for example i fell sonic was made fr speed run, but you can only do that after knowing the maps, so it is a reflection of appreciation for the game and the correct way to be sonic in the game world, but i only think games with good replay-ability are worth it, and ds1 is such a game the gets better the more you know how to play, and it ties to one thing he said, good levels are easy medium and hard depending on how you want to play

  • @austin0_bandit05
    @austin0_bandit05 8 месяцев назад +1

    14:00

  • @mhp9868
    @mhp9868 5 лет назад

    1 hour? :O

  • @felipenovais8364
    @felipenovais8364 5 лет назад +4

    Everytime he mentioned Bethesda was absolute bullshit. Pete Hines himself talked about FO4`s gameplay loop and it`s all about keeping the player engaged in the cheapest way possible with exploration and arbitrary rewards.
    The ""clarity of purpose" section mentioning Skyrim too, was debatable. It is almost the opposite of Morrowind's quest direction - which is verbose - with clear marks and "0/10" fetch quests. It's anti-exploration and immersion, which, for me, is a serious sin to be commited by such a big open world RPG. There's no connection to the world. That's bad.

  • @CynicalGamingBlogTerry309
    @CynicalGamingBlogTerry309 6 лет назад +6

    Wait... Square-Enix Montreal make games? Aren't they a publisher in the US?
    I thought Eidos developed Hitman... sure they're a subsidiary of Square-Enix but they're still known as Eidos...