Little segment of a Level Design essay I've been writing up. - Going to quickly talk about how much a camera system can make a difference, with Abe's Oddysee and it's remaster as the example!
should only be a couple of extra posts to make up this little thread.
Abe's Oddysee is broken up into 'Zones' that limits interactions. - here, the camera splits the puzzle in two. The player scouts with the back path, and returns to the front to lure the Slig away from a chant suppressor in order to possess them.
The Zones help players make plans as they can easily know where enemy sightlines stop, and if they are in range of a chant suppressor that prevents them from possessing the enemy.
New N Tasty has a smooth camera, but the zones still exist. sightlines are more grey and the player can't make plans as easily, as many hazards can be in view but out of range. So players can accidentally trigger something, or be confused as to why an enemy wasn't alerted.
For example of how this impacts a player's approach to the puzzle, The Player brute forces the puzzle by chanting in suppressor range to intentionally wake the slig and lure them away to possess them, now never needing to put themselves at risk.
During this, the Chant suppressor is always in view for the player, but stepping out of it's zone now leaves it unable to do anything to stop the player. as the zones are invisible, it can be frustrating to figure out their range, as it becomes inconsistent.
That's All I've got, what'd you think?
You can follow @KhKafe.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: