Linked by Thom Holwerda on Thu 25th Apr 2013 23:07 UTC
Games "As mentioned earlier, many developers understand the principles behind modular level design, but we hope to offer insights gained from our extensive exploration of this topic. To do this, we'll go over the various benefits and drawbacks we've found over the years, with an emphasis on how to get the most out of the workflow." A glimpse of just how complex one of the best games of this generation really is.
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RE: Not their best side
by fran on Fri 26th Apr 2013 22:06 UTC in reply to "Not their best side"
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Interesting, but I read it more as cautionary tale. Level design is the worst part of newer Bethesda games and especially Skyrim. The world design is awesome, it is open and begs to be explored. Their levels and dungeons on the other hand? Except for 2 in the entire game, they are all 100% linear, and basically structured like a railroaded shooter on the console. Well actually railroaded shooters often has more options for exploration than Skyrims dungeons.

The bethesda designers are even nice enough to help you with backtracking by always including a way to teleport back to the opening, instead of having to walk all the stupid, pointless and awefully designed way back. Though, they should have thought: WHY THE FUCK DOES MY LEVEL DESIGN SUCK SO MUCH THAT I NEED TO TELEPORT THE PLAYER OUT OF THE END!

You mean fast travel?
I love that. When i played Oblivion i was such a noob i played about 80% of the game before i realised you can fast travel. Imagine that. Probably put 250hrs into that game.

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