Surely everyone ran into a problem when playing a warcraft game, he noticed that despite the good gameplay and good graphics, the levels somehow looked boring and mediocre. After passing through such a masterpiece, the player could hardly remember which locations he visited and what happened to them.
What makes a game location uninteresting and featureless? How can one distinguish one's level from the gray mass and solve the problem of memorability? Here you will come to know all this. Making a visit to https://cakeboost.com can be the best thing in this.
Most level designers try to realize their ideas by following the established template ideas about a particular location that they want to build. In this regard, in a huge number of games, we get completely boring, faceless and similar to each other levels.
Almost every second military-related game has industrial locations warehouses, factories, ports, airfields, mines, oil platforms, etc. But try to recall something really interesting and original from all this variety.
Do you have difficulty?
The fact is that by exploiting stereotyped ideas about the world, we show the player the gaming environment that he has already seen many times in real life. This approach works very well, but the problem here is different, namely, in the absence of an element of memorability. A special structure consisting of two elements will help us solve the problem. The first element is the main idea, which is a set of clichés, a template image of a location familiar to the player. The second element is a special ingredient that makes the whole idea memorable.
By analogy with cooking, this special ingredient can be called a highlight, adding a special, bright taste to your dish. It is precisely for the highlight that people will remember your level because it was not just a collection of banal clichés, but something more.
We Play In Contrasts
One of the most effective ways to make your element memorable to your level is to combine several themes at once in one bottle. Here, the highlight will be an unusual contrast that arises as a result of a combination of two or more topics. The more defiant this contrast between themes will look, the greater the chance that your level will be remembered.
For example, in Fallout 3, we immediately see two combined themes retro-futurism and post-apocalyptic landscapes. The retro-futuristic theme itself is already interesting, but the fact that the game takes place in a world destroyed by a nuclear war adds its own charm to the game.
Warcraft games are another good example. In the first game, the action takes place on a tropical island, where an alien ship crashed, completely freezing all the jungle around it. Having mixed two ordinary themes tropical jungle and Antarctic cold, the developers got a rather interesting and memorable game location the frozen jungle.
A player visits New York, destroyed by an alien invasion, which over the decades of desolation has completely overgrown with vegetation and turned into a green jungle. Again we see the combination of two strongly contrasting themes an abandoned urban landscape and wild impenetrable jungle.