Monday, 23 April 2012

Environments!


‘There is nothing more amateurish than arbitrary architecture’. This statement highlights the necessity for systematic and life-inspired environments within a game, which provoke a sense of realism and belief in the mind of the player. Game designers therefore have a high level of duty in determining how successful a game is through its setting and ambiance. In this way, the atmosphere of a game is essential. For example, in order to create a scary and intense atmosphere, the environment should be bleak and dark. Not only this, but the smaller details of the game e.g. features of a room or building should assist in dictating the overall ‘feeling’ of the game. Furthermore, the accessibility of a game is also dictated by the environment. Sandbox games provide this accessibility by allowing players to utilise all props and features within the game and also allow players to go anywhere they like without boundaries. In order to achieve this sense of openness, the environment must provide exciting new experiences, so that the player indulges in the exploration of ‘never-ending’ space.
 Cevat Yerli, the CEO of Crytek, admires the ‘choreographed sandbox’ style of game, which combines the freedom of sandbox games with intermediate choreographed sequences, which create the cinematic experience within the game that is so successful with audiences. Collapsing buildings and falling skyscrapers are powerful images that unfluence the atmosphere of a game. The balance between realism and stylisation is important to control, as with all aspects of the game, it is vital to maintain a realistic environment. Falling skyscrapers etc are ‘acceptable’ cinematic additions, that although are relatively fictional, help to enhance the intensity of the game.

 This is a screen shot of a game produced by Techland called Dead Island, the reason I picked this image I recently went to travel around Bali and looking back through my pictures I found that most of them look like the game environment! I love the holiday feel to the place, the colours are very vibrant and reminds me of places I have been in the past, which would make me want to play the game. I believe the concept for the game is situated in 5star hotel called The Royal Palms resort which i believe is also a hotel in Miami. This blends in with the natural beauty of Banoi just off the coast of Papa New Guinea. The game is an action packed FPS which concentrates on the close-up melee attacks, there are a vast array of weapons and combo's however this can prove to very repetitive. Although the games has negative reviews i find the environment interesting with believable architecture and a flawless tropical beaches which i think the audience can easily relate to.  
Level designers are responsible for designing and decorating a level in a way that prompts a player to navigate in a certain way. A back story is essential to achieving a play pathway. A realistic storyline, which can be realised on screen, enables all departments to express it through art, animation and sound.

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