FiRez said:No, I mean it
Just the existence of the Library makes Halo a complete disqualification.
FiRez said:4 years later some people can't understand the meaning of the library.
If you don't enjoyed the library the game wasn't for you.
and the covenant ship was good too![]()
jett said:MGS3, woot.
Littleberu said:Well I guess Halo wasn't for a lot of people then.
Jeff-DSA said:Holy crap.
If one more person posts Halo as an example of the best level design of the generation, I'm going to scream out here in my office. Just the existence of the Library makes Halo a complete disqualification. All the black and purple rooms of Halo 2 disqualify that game.
Error2k4 said:Metroid Prime is the correct answer here. everything was perfect.
btutterrow said:I know I begin to sound redundant, but:
ICO
The fact that it is a puzzle game with an environment that is SO cohesive (seeing new "levels" in the distance as you make your way around the castle), and the design and aesthetics just keep getting better and better the later you get into the game.
Zaptruder said:This is a pretty fucking useless thread given that most people wouldn't know what good level design is if it was lemon sized and flew up into their urethra.
I'm mostly just seeing people list games they enjoyed...
so first off... what the hell is good level design?
I'd suggest it'd have to have good flow... and by that, I mean its designed such that the player can intuit where to go, without necessitating immersion jolting pointers and maps, or having the player fumble around looking for where to go next.
Also progression through the stage should feel natural, rather than forced; such as a player retracking over their steps just for the sake of reusing content and artificially prolonging gameplay.
It would also have to be fun and varied... walking through a straight corridor, while perfectly flowing, isn't consistent with the idea of fun, or well designed.
Other elements of level design would be enemy placement, object placement, graphics, graphical variety, and scripted sequences... as opposed to larger cutscenes that typically mark the breaks between levels.
Knowing all this though, I still find good level design to be something difficult to put my finger on...
Jeff-DSA said:Holy crap.
If one more person posts Halo as an example of the best level design of the generation, I'm going to scream out here in my office. Just the existence of the Library makes Halo a complete disqualification. All the black and purple rooms of Halo 2 disqualify that game.
Honestly, Bungie is talented at many things, level design is not one of them. If you can't think of a single game with better design than Halo, it's time to start buying up games like Trigger Man, because you obviously don't know quality anyway.