I posted somewhere on the forums a few months back and mentioned having discussions about level design. I remember a few people said they'd be interested in something like that, and there's probably a few more who agreed but didn't speak up. In hopes that a few people who read this will benefit from it, I'm posting this topic.
If you have a comment on anything below, or if you have a thought that you find interesting, I'd love to hear it. I don't normally check the MB these days, but I'll be checking here for this topic specifically daily for at least a week, possibly more if this topic picks up. Usually my topics garner a few thoughtful posts and die a quiet death. We'll see if this topic shares that fate.
Forgive my typos, please.
Anything that is created, is created for a purpose. Though I use the passive tense, the act of creation implies a creator. Without any purpose, there would be no reason to go through with the act of creation. A table is made to hold things above the ground, whether for eating or for working. For those of you who are God-fearing men, you know that God's creation of you imforms how you live. (Though I'd rather not this turn into a creationism topic, please. I bring the matter up to frame my discourse below.)
For the level designer, the first question he must answer to himself is, "For what end do I build?" The construction "For what" takes the place of the word "why", which you'll recognize from the Spanish phrase "Por qué?" The word "why", because it is so short and simple, often carries several meanings, depending on the information which gives it context, the speaker, and the mind of the listener. It is important to visualize that your map has an end goal. To simply ask yourself, "Why am I mapping?", you might end up with an answer like "I found SRB2 in middle school, picked it up, spent some time with it, and I really enjoy it." That is not the end goal of my mapping; instead, it is a story of my life events which led me to mapping. Clarity of thought is important in most forms of discourse, and mistaking one question for another can give you months of confusion.
The end goal of my own mapping, initially, was not very noble. I recall wanting to have a great level pack to rival such mods as the Mystic Realm. At that age, I didn't know what pride was, but that was a prideful thought. Later, when I made Nuclear Sunset, my mindset was "I have this image in my mind. I want to make it a real place, where I can really go." It's still one of my weakpoints, because if I turn away from my original design, I feel that I've lost some essential essence of my creation, as if it's not mine any more and it no longer carries my original message. I had a huge creative block while I was working on FFZ2, and I think I can attribute that to having a wrong end goal. My summer still lasts a few more weeks, so while I still have some free time, I consider SRB2 mapping. "I have the time," I tell myself. But I can't answer that with an end goal worthy of the effort, so I don't map.
For every mapper, their end goal is different. I have already hinted at this above: My end goal is to make something pretty. I look at the map as I'm working, and I add more visual elements than gameplay elements. I enjoy seeing a place become created my eyes, and I love seeing it develop from an empty room or landscape into an immersive place. I enjoy sharing my maps with other people, so they may be immersed as well. The common word I've heard people use for my maps is "atmospheric," and it's likely they mean the same thing I do when I say "immersive."
But most people don't share my end goal. Most people aren't going to go from SRB2 into architecture like I'm doing.
Mystic, with his Mystic Realm, set out to create a seven zone level pack to create a full suite of content to take the place of the inconsistent base game. I recall Kuja (a mapper who I don't think frequents these parts any more) was fascinated with gameplay and gimmicks. Penopat, from what I've heard, seeks to capture beauty. I've played many maps, but most mappers don't make their end goals clear in their maps. I can't for the life of me tell you what KOTE builds for, nor Blade. But if you've played any of Kuja's maps, or any of Peno's, you can see their aspirations through their maps. Their intentions come through clearly.
It's perfectly fine that everyone has a different purpose to each map. A mapper will only put what he loves into his map, and everyone loves something different. For me, my snare is that I sometimes hate a map because the mapper has imbued it with his loves, not mine. I am often too focused on seeking out those qualities I idealize, and so I ignore and push away the qualities I don't want, even though they're there. The problem with that behavior is that it places my own expectations at the center and blinds myself to what's really there, which is sometimes a really good map. And often, such maps that do excel in the areas I seek rarely meet my expectations.
So then, what do we say? SRB2 must not be a game that has one best map, or one best way of mapping. Rather, SRB2 must be a platform for mapping that supports many end goals. SRB2, as a game, does limit the scope of the end goals which one may pick. You probably remember hearing something like "Ports don't work in SRB2. The gameplay's too different." But rather than begin with the game's contraints, I suggest we begin with a statement about people:
Every map should engage the player.
I feel silly saying that, because it feels like a given. We commonly consider SRB2 a videogame, and we commonly consider video games to be forms of entertainment, and all forms of entertainment must be engaging. This mindset optimizes for fun, though, and I don't think it sees SRB2 very clearly.
SRB2 can be a videogame, built for entertainment. It doesn't have to be, though. Level design is such a huge thing that you can shape the game to be anything you want. With level design, you're basically shaping a place for other people to experience it. You don't have to give your players a "This is a videogame" experience if you don't want to. You only need to engage your player so they'll see the things you love about your own map. And, probably, you're going to be engaging them by presenting those things that you love. Let me explain.
For example, I'm not planning on putting any rings in my next level. Nor enemies. Nor hurtwater, and the deathpits are probably just going to be teleports instead. I even want to turn off the HUD, too. I don't think the level needs any of it. I'm hesitant because I know that most people expect to have rings in their levels, so they'll reject my level because they're not expecting it. I know my FFZ2 release didn't have any enemies, but that was just because I forgot to add them in later (which is, TBH, how I think about them).
Partly, this is because I'm the kind of person who likes to strip things down to their essential parts and do different things with them than usual. I see SRB2 as two parts: the player and the world. I understand that these two parts must interact with each other, and as level designers we orchestrate the world to determine the interactions.
When I say that we "engage the player", the interaction is really what I mean by that. Your mind probably goes to somewhere like the old CEZ2 switches, or how the Gears of War developers said that the player uses their gun to interact with the world. I'm guessing that you're thinking about the idea of interactions too narrowly (though I might be wrong, for some of you). You're probably thinking about situations where the player makes an action which causes an effect in the level. You throw the switch, the door opens.
I'd like you to consider the reverse. Interactions are not initiated by the player, but by the world. If you step on a switch, and the switch opens the door, who was responsible for that.
"But BZ4! I was the one who jumped on top of the switch. I did the jumping, and the door responded to me. Aren't I the one who initiated the action?"
You'd think that. But the level designer caused the switch to be there. And you only thought to jump on the switch because it was already there. Consider the switch to be an invitation, which the player responds to. The jumping-on-the-switch is not the initiation, but the response. For those of you Calvinists in the audience, this should sound familiar.
Now let's broaden the idea of interaction. Consider your average series of platforms above deathpit. You're envisioning something the player is supposed to jump across, right? From one platform to another. A mere jump isn't a very big interaction. It doesn't cause the level itself to change, but the level is definitely causing the player to jump. Even a hallway would cause a player to walk through it. If you're thinking about interactions as things initiated by the level, there's interactions everywhere.
I'm now going to say something that you might not like. The aesthetics of a level also interact with the player. It's harder to argue for this, because the player can't really respond through Sonic to the lighting or the odd decorations hanging from the ceiling. (When we play SRB2, we use Sonic to interact with the world. An intuitive statement, but worth pointing out.) You can't measure the aesthetics by what you cause Sonic to do. Aesthetics don't cause player actions the way a crawla will. So my argument for this is going to be pretty lame:
Take GFZ1. Play it. Open it up in DB, delete all the flowers, and play it again.
Big change, right? I'm pretty sure the flowers aren't ever used for a visual gameplay cue, so you're not changing any of the elements that influence Sonic. But it wasn't as great as it was the first time. My argument is basically this: If you have two different results, and you've isolated the change which caused the difference in results, then the change you made to the level caused the difference in experience.
I had it explained to me like this: "When we say A caused B, what we mean is that, if A had not have happened, then B would not have happened."
Therefore, I believe that a level can engage the player primarily visually, and the level will work perfectly fine with minimal gameplay. I think that a player who's engaged in the scenery won't mind not having much to jump on. All of you probably saw that one coming from a mile away, because you know I make pretty maps without much gameplay.
But on the other hand, I'm also going to say the opposite. If you've got a level focused on gameplay, don't do a whole lot aesthetically. Make the visuals clean, make 'em clear, and make 'em elegant. But don't distract from the gimmicks. Be sure to use visual clues for your gimmicks. Grass edges help to denote platform edges, and SSN once mentioned that a different texture on the floor from the wall helps your level read clearly. That's about all the aesthetics you need.
So here's why I don't like rings. They serve three purposes in the game:
But if you don't have the rings or the enemies in, you've still got to replace 'em with other interactions. I feel like I can't take the enemies out of my old levels, just because I didn't build them to stand without the two.
The point here is that you can hand pick the interactions you want in your level. You're allowed to pick interactions that nobody's seen before (and if you can do it well, I'd encourage you), and you're allowed to reject interactions that are practically standard. I like thinking about visual design as being of the same currency of gameplay, so that you can pick one and leave the other out for a reason. I'd even suggest you keep your gameplay focused, using a coherent set of gimmicks and strip down the unneccessary gameplay.
And you pick those interactions carefully, because you're mapping with a goal in mind. Your level's going to have a certain kind of experience for those who play it. And you're only picking the interactions which help you do that, right?
tl;dr
Now, I'm doing a lot of analysis here, but I just want you to think for yourself. There's a lot of standard advice floating around this community, and not all of it's useful. Sometimes advice is useful in some situations, but not others. Just do what feels right, and if it doesn't, learn to see it so you can stop doing it.
If you have a comment on anything below, or if you have a thought that you find interesting, I'd love to hear it. I don't normally check the MB these days, but I'll be checking here for this topic specifically daily for at least a week, possibly more if this topic picks up. Usually my topics garner a few thoughtful posts and die a quiet death. We'll see if this topic shares that fate.
Forgive my typos, please.
~ ~ ~ ~ ~
Anything that is created, is created for a purpose. Though I use the passive tense, the act of creation implies a creator. Without any purpose, there would be no reason to go through with the act of creation. A table is made to hold things above the ground, whether for eating or for working. For those of you who are God-fearing men, you know that God's creation of you imforms how you live. (Though I'd rather not this turn into a creationism topic, please. I bring the matter up to frame my discourse below.)
For the level designer, the first question he must answer to himself is, "For what end do I build?" The construction "For what" takes the place of the word "why", which you'll recognize from the Spanish phrase "Por qué?" The word "why", because it is so short and simple, often carries several meanings, depending on the information which gives it context, the speaker, and the mind of the listener. It is important to visualize that your map has an end goal. To simply ask yourself, "Why am I mapping?", you might end up with an answer like "I found SRB2 in middle school, picked it up, spent some time with it, and I really enjoy it." That is not the end goal of my mapping; instead, it is a story of my life events which led me to mapping. Clarity of thought is important in most forms of discourse, and mistaking one question for another can give you months of confusion.
The end goal of my own mapping, initially, was not very noble. I recall wanting to have a great level pack to rival such mods as the Mystic Realm. At that age, I didn't know what pride was, but that was a prideful thought. Later, when I made Nuclear Sunset, my mindset was "I have this image in my mind. I want to make it a real place, where I can really go." It's still one of my weakpoints, because if I turn away from my original design, I feel that I've lost some essential essence of my creation, as if it's not mine any more and it no longer carries my original message. I had a huge creative block while I was working on FFZ2, and I think I can attribute that to having a wrong end goal. My summer still lasts a few more weeks, so while I still have some free time, I consider SRB2 mapping. "I have the time," I tell myself. But I can't answer that with an end goal worthy of the effort, so I don't map.
For every mapper, their end goal is different. I have already hinted at this above: My end goal is to make something pretty. I look at the map as I'm working, and I add more visual elements than gameplay elements. I enjoy seeing a place become created my eyes, and I love seeing it develop from an empty room or landscape into an immersive place. I enjoy sharing my maps with other people, so they may be immersed as well. The common word I've heard people use for my maps is "atmospheric," and it's likely they mean the same thing I do when I say "immersive."
But most people don't share my end goal. Most people aren't going to go from SRB2 into architecture like I'm doing.
Mystic, with his Mystic Realm, set out to create a seven zone level pack to create a full suite of content to take the place of the inconsistent base game. I recall Kuja (a mapper who I don't think frequents these parts any more) was fascinated with gameplay and gimmicks. Penopat, from what I've heard, seeks to capture beauty. I've played many maps, but most mappers don't make their end goals clear in their maps. I can't for the life of me tell you what KOTE builds for, nor Blade. But if you've played any of Kuja's maps, or any of Peno's, you can see their aspirations through their maps. Their intentions come through clearly.
It's perfectly fine that everyone has a different purpose to each map. A mapper will only put what he loves into his map, and everyone loves something different. For me, my snare is that I sometimes hate a map because the mapper has imbued it with his loves, not mine. I am often too focused on seeking out those qualities I idealize, and so I ignore and push away the qualities I don't want, even though they're there. The problem with that behavior is that it places my own expectations at the center and blinds myself to what's really there, which is sometimes a really good map. And often, such maps that do excel in the areas I seek rarely meet my expectations.
So then, what do we say? SRB2 must not be a game that has one best map, or one best way of mapping. Rather, SRB2 must be a platform for mapping that supports many end goals. SRB2, as a game, does limit the scope of the end goals which one may pick. You probably remember hearing something like "Ports don't work in SRB2. The gameplay's too different." But rather than begin with the game's contraints, I suggest we begin with a statement about people:
Every map should engage the player.
I feel silly saying that, because it feels like a given. We commonly consider SRB2 a videogame, and we commonly consider video games to be forms of entertainment, and all forms of entertainment must be engaging. This mindset optimizes for fun, though, and I don't think it sees SRB2 very clearly.
SRB2 can be a videogame, built for entertainment. It doesn't have to be, though. Level design is such a huge thing that you can shape the game to be anything you want. With level design, you're basically shaping a place for other people to experience it. You don't have to give your players a "This is a videogame" experience if you don't want to. You only need to engage your player so they'll see the things you love about your own map. And, probably, you're going to be engaging them by presenting those things that you love. Let me explain.
For example, I'm not planning on putting any rings in my next level. Nor enemies. Nor hurtwater, and the deathpits are probably just going to be teleports instead. I even want to turn off the HUD, too. I don't think the level needs any of it. I'm hesitant because I know that most people expect to have rings in their levels, so they'll reject my level because they're not expecting it. I know my FFZ2 release didn't have any enemies, but that was just because I forgot to add them in later (which is, TBH, how I think about them).
Partly, this is because I'm the kind of person who likes to strip things down to their essential parts and do different things with them than usual. I see SRB2 as two parts: the player and the world. I understand that these two parts must interact with each other, and as level designers we orchestrate the world to determine the interactions.
When I say that we "engage the player", the interaction is really what I mean by that. Your mind probably goes to somewhere like the old CEZ2 switches, or how the Gears of War developers said that the player uses their gun to interact with the world. I'm guessing that you're thinking about the idea of interactions too narrowly (though I might be wrong, for some of you). You're probably thinking about situations where the player makes an action which causes an effect in the level. You throw the switch, the door opens.
I'd like you to consider the reverse. Interactions are not initiated by the player, but by the world. If you step on a switch, and the switch opens the door, who was responsible for that.
"But BZ4! I was the one who jumped on top of the switch. I did the jumping, and the door responded to me. Aren't I the one who initiated the action?"
You'd think that. But the level designer caused the switch to be there. And you only thought to jump on the switch because it was already there. Consider the switch to be an invitation, which the player responds to. The jumping-on-the-switch is not the initiation, but the response. For those of you Calvinists in the audience, this should sound familiar.
Now let's broaden the idea of interaction. Consider your average series of platforms above deathpit. You're envisioning something the player is supposed to jump across, right? From one platform to another. A mere jump isn't a very big interaction. It doesn't cause the level itself to change, but the level is definitely causing the player to jump. Even a hallway would cause a player to walk through it. If you're thinking about interactions as things initiated by the level, there's interactions everywhere.
I'm now going to say something that you might not like. The aesthetics of a level also interact with the player. It's harder to argue for this, because the player can't really respond through Sonic to the lighting or the odd decorations hanging from the ceiling. (When we play SRB2, we use Sonic to interact with the world. An intuitive statement, but worth pointing out.) You can't measure the aesthetics by what you cause Sonic to do. Aesthetics don't cause player actions the way a crawla will. So my argument for this is going to be pretty lame:
Take GFZ1. Play it. Open it up in DB, delete all the flowers, and play it again.
Big change, right? I'm pretty sure the flowers aren't ever used for a visual gameplay cue, so you're not changing any of the elements that influence Sonic. But it wasn't as great as it was the first time. My argument is basically this: If you have two different results, and you've isolated the change which caused the difference in results, then the change you made to the level caused the difference in experience.
I had it explained to me like this: "When we say A caused B, what we mean is that, if A had not have happened, then B would not have happened."
Therefore, I believe that a level can engage the player primarily visually, and the level will work perfectly fine with minimal gameplay. I think that a player who's engaged in the scenery won't mind not having much to jump on. All of you probably saw that one coming from a mile away, because you know I make pretty maps without much gameplay.
But on the other hand, I'm also going to say the opposite. If you've got a level focused on gameplay, don't do a whole lot aesthetically. Make the visuals clean, make 'em clear, and make 'em elegant. But don't distract from the gimmicks. Be sure to use visual clues for your gimmicks. Grass edges help to denote platform edges, and SSN once mentioned that a different texture on the floor from the wall helps your level read clearly. That's about all the aesthetics you need.
So here's why I don't like rings. They serve three purposes in the game:
- If you have at least one, taking damage won't kill you.
- If you grab 100, you get an extra life.
- If you have them at the end of the level, you get a score bonus, which might give you another life.
- They attack the player, to make them lose their rings and possibly die.
- If the player destroys the enemies, he won't be able to lose his rings from them.
But if you don't have the rings or the enemies in, you've still got to replace 'em with other interactions. I feel like I can't take the enemies out of my old levels, just because I didn't build them to stand without the two.
The point here is that you can hand pick the interactions you want in your level. You're allowed to pick interactions that nobody's seen before (and if you can do it well, I'd encourage you), and you're allowed to reject interactions that are practically standard. I like thinking about visual design as being of the same currency of gameplay, so that you can pick one and leave the other out for a reason. I'd even suggest you keep your gameplay focused, using a coherent set of gimmicks and strip down the unneccessary gameplay.
And you pick those interactions carefully, because you're mapping with a goal in mind. Your level's going to have a certain kind of experience for those who play it. And you're only picking the interactions which help you do that, right?
tl;dr
Now, I'm doing a lot of analysis here, but I just want you to think for yourself. There's a lot of standard advice floating around this community, and not all of it's useful. Sometimes advice is useful in some situations, but not others. Just do what feels right, and if it doesn't, learn to see it so you can stop doing it.