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(This article is a repost from my personal blog at www.gamearch.com)
In this post I’ll talk a bit about the goals and requirements of
good level design. This thing has grown out of my architecture degree
and the numerous lectures I held on the subject of level design –
especially those with architects-in-training as their audience. So if
you’ve sat in on one of them, this will propably be familiar.
So before I get into level design, I’ll first have to talk a bit
about architecture. Thousands of years ago, the roman architect Vitruvius identified what he called the three “qualities of architecture”. They are as follows:
- Firmitas, stability. The building stands stable on it’s own
- Utilitas, usability. The spaces created by the building are suited for their intended use
- Venustas, beauty. This building has a beautiful aesthetic
They do make sense, right? Admittedly categorizing things is often
arbitrary and can be argued for or against but I kinda liked that
setup, where each layer is building on one another. If your building
isn’t standing safely, it doesn’t matter much if your kitches is
perfectly laid out. And if your doors are too small for people to get
in properly, then it doesn’t help that the aesthetics are wonderful –
the building itself is still a failure.
Now I tried transporting this divide over to level design, and this is what I got:
- Firmitas, stability. The level runs well without any technical or performance issues
- Utilitas, usability. The space does a good job at leveraging the game mechanics
- Venustas, beauty. The environment creates an atmosphere and provides affordances.
I’ll elaborate a bit on these three qualities and how I think they relate to level design as a discipline:
Firmitas
As mentioned before, this is a pretty basic category. A sort of minimum
requirement if you will. If a level fails to fulfill it, it ceases to
be properly playable due to technical issues. The two main areas here
are stability and performance.
Stability as I see it refers to the level not crashing and breaking
the game. Nowadays it’s usually quite hard to do that with a level
itself since most engines are quite robust. It could be doable though
with the level referencing a file that doesn’t exist or something
similar. Also if there’s some sort of level script then that might be
another source of errors. Of course if such a crash is very very rare
it might not affect playability too much because it’s really hard to
cause it. Still it’s a flaw in the “foundation” of the level. This can
be avoided by working cleanly and paying a lot of attention. It might
still creep in but that’s what the QA is for…
Performance is the other side and means that the level is running
properly. Again this has become a bit less of an issue with higher end
systems but it basically just means that your level doesn’t suffer from
stuttering and frame-rate drops. In small amounts this can still be
bearable but if your multiplayer level slows down to a crawl because
there’s 6 players and 2 explosions, then you’ve done something wrong.
This is often at odds with the graphics of a environment – the more
detail you have the more your performance will drop. In the end it
comes down to a balance between the two. And of course there’s a lot of
clever tricks and thught out optimization involved. Everything from
detail brushes to visportals and distance fog/culling. Whatever will do
the trick.
Utilitas
This aspect of level design deals with the design of the actual play
space. That is to say it defines the space within the player moves.
I’ve talked (or at least tried to) about my definition of the digital
play space some in my last (somewhat controversial) rant about how level design is game design.
I’m afraid I failed somewhat since there were a lot of
misunderstandings there – but I’ll try again sometime, maybe visually.
Alright, slightly off course here, Let’s get back on track.
Utilitas defines the boundaries within which the player(s) move(s).
It directs the flow of play and it’s job is to iteract closely with the
game design to provide the intended experience (which doesn’t
neccessarily have to be “fun”). It’s worth to note that these spatial
constraints are what make the game possible and if they are changed,
the possible experience is too.
The details of what Utilitas actually entails are too many to
mention. This surely would be a great project quite similar to the 400 Project
from Noah Falstein and co. but goes beyond the scope of this article,
especially as these are highly dependent on the genre and game design
involved.
These goals can range from anywhere between controlling the flow of
players within the space to providing obstacles and challenges for the
player to overcome.
Venustas
The words original meaning and the quality as it relates to
architecture refers to beauty. That is to say that buildings are
supposed to be pleasant to look at. This makes a lot of sense if you
consider the fact that buildings are quite permanent construct and
having a disgusting building in the middle of town could be considered
visual terrorism for some sensible eyes. Of course back then Vitruv
didn’t know or write about theme parks and other types of experiential
architecture. There being “ugly” can sometimes be goal.
And the same’s true for levels. They don’t need to be beautiful,
instead their goal is to evoke a mood, an atmosphere. So following that
tenet, everything that relates to the creation of mood and visual
references is part of this category.
Admittedly there’s some overlap with Utilitas since the visuals
affect usuability. For example when putting moody lighting in a scene
the designer needs to take care that the important areas are still
visible. Or when trying to use visuals to steer the player.
That said, for the sake of easier categorization it’s safe to put
everything that doesn’t affect the space (textures, light etc.)
directly into this category.
Besides mood and atmosphere, there’s a few other jobs that the
audiovisuals of a level can do. A quite important (and easily
overooked) one is that they can create associations. Familar visuals
can cause certaun expectations in the player and they establish a frame
of reference. If there’s a castle on a hill, odds are that there are
going to be guards and that there’s something worth guarding there.
Expecting some sort of ruling body there wouldn’t be too far fetched
either. Of if there’s a door it might suggest that it can be opened.
All of this are helpful cues to help the player figure out what he can
do.
Additionally the audiovisual elements can help tell a story. Both in
the larger sense of selling the setting (castles for traditional
fantasy, spaceports for science fiction) and in smaller instances of
telling small stories within the world. The entire topic of spatial
storytelling is actually a fascinating one that I plan to write another
article on in the near future.
So that’s it. That’s my rundown of the three Qualities. Now what do
you guys think? Is that a sensible system to categorize and analyze by?
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I'd definitely put lighting into the Venustas category. It's part of the level designers job and a great tool to evoke the mood and for many other purposes.
@Mark,
I'm not sure if real architectural principles are easily applied here. It's more me trying to use the mentality from one discpline for another one.
Last, adding some level design standard heuristics like gating etc...
In that context, level design is the creation of a set of local systems (levels) that combine to form a larger super-system (the game) that is stable, usable, and pleasing. If you're an experienced (and perhaps lucky!) systems designer, all the pieces will fit together neatly, supporting and enhancing each other, forming a unified whole that is far greater than the sum of the parts. The form and function and beauty of an individual system are three distinct ways that humans can experience a dynamic system. Thinking explicitly about each of those experiential modes and how they can most effectively mesh with each other can give a system maximum impact to a user. And the effect is even more pronounced when the same criteria are applied to fitting together all of the multiple sub-systems of an overall system, whether it's a building or a game.
I'd suggest that a systems analysis of the most memorable games ever made would reveal the presence of this holistic effect, just as the greatest examples of architecture demonstrate the power of form and function and beauty when they are intentionally designed to complement each other.
Which leads me to a final thought: considering firmitas, utilitas, and venustas in a (game) system design context, aren't those analogous to the Mechanics (structure), Dynamics (interactive behavior), and Aesthetics (atmosphere) concepts from the MDA theory developed by Hunicke, LeBlanc and Zubeck?
I'm a huge fan of the MDA approach! It allows for an 'organic' approach to game design that constantly refers all of the different elements back to each other.
Sorry Martin, Kinda off topic; good article! I think this ties into your "level design is game design" post, in that neither can fully exist apart from the other; though I'd place level below game design in a hierarchy - while LD can influence GD, it would seem to be primarily the other way around.
@J, Glad you enjoyed the article but I'd strongly disagree with your sentiment. All disciplines are equally important and on equal footing. Granted it might not be that Level Design has a direct impact on the game design (but the other way around). The same is true for art though and you're not putting that on a level below programming, right?
Quite the contrary I think Level Design is very essential. I'm convinced that great Level Design can make a mediocre game design into an enjoyable game, while bad Level Design can ruin even an excellent design. So even if LD has no influence on GD it has a lot of influence on the user's end experience, which is what we're all after anyway.
@Kevin, thanks for the kind words. I hope to explore my definition of and ideas about game space some more in future articles.