I’ve already posted my review of Super Mario Odyssey and the massive disappointment it was for me, but I want to take a closer look at one area in particular. In my review, I cited that the gameplay and structure of the levels were at odds with one another, with one major exception. There was one level in Super Mario Odyssey that not only was the best designed, but it actually made the rest of the game worse by comparison, and that is certainly worthy of being studied.
Continuing from my previous post about environmental vs. level design, it’s time to drill down further and discuss what makes a level work in a video game. When I think about good level design, regardless of the genre, there are three key aspects to discuss.
Creating the game space for the player to explore is another aspect of game development that can prove daunting. Despite all the games we’ve played, it can be hard to actually break down what makes a good level or environment. For today, we’re going to try and shed some light on this topic, and explore how there is a difference between level design and environment design.
One of the hardest things for me to do with Game-Wisdom is look at games that just aren’t measuring up to my expectations. I have played amazing games that have hooked me for hours, and games that lost me within minutes. I’ve said this before, but it’s easy to review a great game, but try reviewing something that didn’t work for you.
While it is easy for people to go on YouTube and blast games and their developers, I just can’t rip into someone. No one outright has the goal of making bad video games, and trying to define what one is can be a tricky process.