Characters may be the heart of any game, but any
narrative or depth would be pointless were it floating in a void of nothing-
the environment where the events take place is just as important as the events
themselves, and this is more true for video games than any other media or art
form. Your vision isn’t directed- you are free to explore everything the area
has to offer.
However, free
as you are, the environment needs to have some kind of route through it. If you
are in a hub between levels this isn’t so important, but if you are supposed to
get to the next area through a door that blends right in with the rest of the
scenery, you hit a dead end, unsure of where to go next. The creators need to
place indicators of where you are supposed to go- sometimes the designers do
this, by placing a line of collectibles, ammo, health, etc leading to the door.
But usually, it’s the art teams job to make that door, or the path to that door,
stand out somehow, be it using colour to make the area around the door catch
the eye straight away, or by placing obstacles that lead the player in a route around
the room in a way that leads them to a position from which they can’t really
miss the door.
The cult
classic game Sphinx and the Cursed Mummy has many perfect examples; the game is
absolutely full of some of the most beautiful and immersive environments-
chances are, by the time you finish the game, you still haven’t seen all Abydos
has to offer, and frustrating as the fetch-quest near the beginning can be, the
chance to explore the secret passages and the dungeons of the royal palace
alone was motivation enough. But the absolute perfect example here has to be
Heliopolis, both from a visual and a design point of view. When you first arrive
at Heliopolis, you see a temple, lots of sand, and some small huts and a huge
wall off in the distance. The latter two are unreachable, however, guarded by
the laser-shooting Eye of Ra statues. So naturally, your first stop is the
temple, in which you find nothing useful- but upon exiting the temple, you find
yourself facing a huge cave you may never have noticed otherwise, leading you
to the dungeon. Later, when you can destroy the Eye of Ra statues and progress
to the other side of the wall, you find a huge expanse of desert containing the
next dungeon, a small village, and many places and items significant in the games
various sidequests. The way the game leads you to where you need to go is
simple, yet clever.
The Krazoa
Palace in Starfox Adventures worked similarly. Each time you enter, you are
dropped off at a different location, and are heading somewhere in the palace
you haven’t been to before. To make things worse, the room you must pass
through with each visit, your centre of navigation, is a maze of fans and air currents,
meaning it would be easy to get lost. This time, you are directed by design
rather than visually; each door is activated differently. You can’t go the wrong
way because you either don’t have the item or ability needed to open the wrong routes
yet, and the places you have already been are easily recognisable because it’s
easy to spot how a door is supposed to be opened or how the route is to be
navigated (a pair of dinosaur footprints in front of a locked door mean it’s
opened by standing on it wearing the SharpClaw Disguise, while a door with a
symbol on the wall nearby means it’s opened by shooting the symbol). Each floor
of the central room is also distinguishable by the enemies, placed on each
floor in varying number and type.
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