This is not an academic piece of literature, I have attempted to find an article about level design, specifically in the area of RPGs, however this specific area is very scarce of sources.
However this entry on a blog has him notice the differneces of level design comparing an FPS and an RPG. This would offer some contrast to the references about FPS level design to consider when making my level in the FPS-RPG genre hybrid game, Fallout: New Vegas.
He notes that he was designing a level for Dragon Age: Origins. However he was approaching it from the point of view of an FPS game...function over form. This ended up in a flat and bland level (which was a level set in a town).
He noted the different elements in each genre which should be concentrated on. Here are the notes I took:
· FPS Elements to concentrate on
o Flow – How the player transitions between areas and movement options
o Tactical Oppotunity
o Aesthetics – How light, shadow, colour and provide player with suggestions. Light guiding the player etc.
· RPG elements to concentrate on.
o Accessibility – The player needs to navigate a large environment with many places and characters. This needs to be easy to find by following the natural level design. Not hidden away.
o Tactical Variation – This extends from the level design itself. Player can’t do much besinds run around, level design needs to pick up the slack. You need to have a variation of areas as opposed to tactically oppotunisitc areas.
o Aesthetics – Aesthetics in a shooter serve the function of allowing environment cover and a general idea of your location. In an RPG this needs to be balanced with ‘lore’. This means that RPGs tend to have more interesting and more unique environments than shooters.
He goes on to say how he altered the level to make it more appropriate for an RPG. Such as an example that his playtesters got lost..thus he placed the fountain on a little hill with a tall statue to offer the player a 'point of reference' so if they look around and see the statue..they know because of the direction the statue is pointing and its size, how far they are away from it and where abouts in the town they are.
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