Systems, planets and size of levels
Posted: Mon Aug 11, 2008 3:47 pm
x3n and I had some time to talk about general gameplay. We never really defined how the playable world in the game should be like.
We know to extremes from the gaming industry:
As Freelancer and Darkstar One are the two role models in this case, we compared those two games, as I did earlier in this post.
We decided that one level should consist of a planet with its surroundings. The planet should be rather large (as in Darkstar One) but the surroundings should be interesting and filled with life (as we know it from Freelancer). Combining those two concepts, we should come up with a pretty good base for exciting story telling and levels.
We know to extremes from the gaming industry:
- * A level, pretty linear where you have your mission and goal and when you're done, you leave the area for good. Examples are most shooters or Freespace and Aquanox...
* A large world where some parts maybe off limits, but you get missions from some person or entity which will be solved in this world. Perfect example: GTA x, many roll play games and adventures or Darkstar One, Freelancer...
As Freelancer and Darkstar One are the two role models in this case, we compared those two games, as I did earlier in this post.
We decided that one level should consist of a planet with its surroundings. The planet should be rather large (as in Darkstar One) but the surroundings should be interesting and filled with life (as we know it from Freelancer). Combining those two concepts, we should come up with a pretty good base for exciting story telling and levels.