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Off the Map Article

PC Xbox 360 PlayStation 3 Article by Quintin Smith

29 September, 2009

Page 1 of 3. Page 2 ->

In these heady, three-dimensional times where players are expected to move not just from left to right but also backwards and diagonally and sometimes in strange new directions they may not be comfortable with, level design takes on an all-new meaning. Levels now need to be both playgrounds and delicately constructed pathways. To stop their players wandering around aimlessly like children lost in a supermarket, developers must build their games so as to lead the player with an invisible hand.

This hand is usually made up of colours and other visual cues hinting at where to go next, or sometimes it's just a bloody hand or some breadcrumbs. Under someone like Valve, however, it becomes an impossibly complex thing involving the same mastery of sound effects and pattern tightness you'd see in a Las Vegas casino. In any case, the job of the modern level designer is clear.

Or is it?

We say: Enough of this crap! We're not children, and if we are for the purposes of an analogy then maybe it's fun to get lost in a supermarket for a little bit. There are good things in the supermarket after all, such as dirty magazines and chocolate and bleach.

The following is an analysis of the levels designed to confuse us, worry us and throw us off our game. These levels are the bumps in the luge, the cardamom seeds in the curry, and whether you love them or hate them it's impossible to deny just how interesting or brave they are.

Thief: The Dark Project - The Sword

'Off the Map' Screenshot 1

Yes, this is the only image of The Sword on the entire internet. Bask in its glory, and pray you never, ever have a job that involves looking for screenshots of PC games from 1998.

The placing of this one's important. With the player having knocked over their first few levels and escaped with a tolerable amount of puncture-holes and bruises, they'll have started to get comfortable with their role as a thief. What began as nerve-wracking will be becoming... well, only marginally less nerve-wracking. But all those ice-cool cut-scenes and completed objectives followed by clean escapes will have given the player a bit of an ego. They'll be getting comfortable. And Thief, at its heart, is a game about discomfort.

Constantine's mansion is there to put the player back in their place. Unlike the Cradle in Thief 3, which felt from beginning to end like an abrupt and temporary change of tone, Constantine's mansion is designed to make the most of every assumption the player has been goaded into making in order to make them feel as scared and naked as they did on the first level.

It even starts the same way as the first level. You arrive at a vast nobleman's house with a mental shopping list of things to swipe. You infiltrate it, and begin the tense process of mapping out those guard-filled corridors, servant's quarters, lounges and kitchens. Everything's as you'd expect. Then, as you climb higher, you stumble across hints that something's wrong.

By the second floor the architecture's gotten weirder, and you start spotting unknowable vegetation growing up through flagstones. One floor higher and the house becomes a chaotic maze of curving corridors and slopes, with players having to push up and up to steal the sword they came for but always accidentally backtracking. Running from guards was scary enough back when you knew where you were going. All of a sudden you're a rat in a trap.

Constantine's mansion probably peaks with The Door. As you're poking your nose around the labyrinth there's one door most players will pass and open just to see what's on the other side, and the answer is... nothing. As in, literally nothing. A dark, gently spinning void with no visible floor, ceiling or wall and no explanation. All you can do is close the door, try to put the insanity out of your mind and continue down the corridor, lost as a little lamb. Just awesome.

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Comments: 1-50 of 58 in total | next 50 »

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TheNinkyNonk
29/09/09 @ 06:53
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Come back Garrett, all is forgiven
TurboBailey
29/09/09 @ 07:01
#2
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I only recall the MSG2 one.

That was weird when I first played it!!! thought my shiny new ps2 was on the blink!
rotmm
29/09/09 @ 07:03
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I'd have thought you'd put the Max Payne dream sequences in there.
roz123
29/09/09 @ 07:20
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The first game to fuck me over with great level design was Super Metroid. That plus the music made for an experience like no other at the time
frankfurter209
29/09/09 @ 07:31
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I did love that part of MGS2, when Kojima willing fucks with his audience who so desperately want to take it seriously. More of that and less of "Can love bloom on a battlefield?" nonsense.
guernican
29/09/09 @ 07:38
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The only genuinely annoying thing about the naked Raiden sequence was the last minute or two of it. I always seemed to have to wait for longer than strictly necessary in that fucking tunnel before Snake turned up with the goodies. Apart from that, a brilliant change of pace.
DDevil
29/09/09 @ 07:45
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"Cute as they are, it'd take a very special boy or girl to not realise Batman's been gassed (again!)"

And yet, I've seen plenty of people - on this forum as well - who thought their console had broken on the 3rd Scarecrow stage. Idiots :-D
sadakos_fury
29/09/09 @ 07:50
#9
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Oh man were those dream sequences in Max Payne annoying. Crying babies? Check. Silly narrow tight ropes that if you're not pixel-perfect you plummet from? Check. Confusion is good. Frustration is not.
superdelphinus
29/09/09 @ 07:58
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i like that weird oil painting quest in oblivion
Goodfella
29/09/09 @ 08:04
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@superdelphinus

+1 to that, I thought that was a superbly unexpected part of the game.
matrim83
29/09/09 @ 08:11
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Haha good article. Needs more Crysis Alien ship level though.
Daymare
29/09/09 @ 08:14
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"VR" level in Fallout 3! Loved that.
Doctor_What
29/09/09 @ 08:17
#14
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I have one thing to say:

Prince of Persia: The Sands of Time - the spa dream-sequence section.
rottingbadger
29/09/09 @ 08:19
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Deus Ex, the point where you are captured and held hostage. As you fight your way through the prisoner blocks, administration wings and creepy science labs you finally break through a door into.... into.... WAIT A MINUTE!!! Haven't I been here before?
Flying_Pig
29/09/09 @ 08:21
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The whole of Portal.
Daymare
29/09/09 @ 08:22
#17
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The whole of Braid:)
Shadders
29/09/09 @ 08:26
#18
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The ghost houses in Super Mario World are another good example.
MiniAmin
29/09/09 @ 08:33
#19
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The latter part of the level in Gears of War 2: the one where you're in the Giant City-Eating Worm

@ Wizlon

Eurogamer has a wealth of quality, incisive reviews, great technical articles at Digital Foundry etc. This article is informative and quite humourous. There's nothing immature about that.
Edited 1 times, most recently on 29/09/09 @ 09:39
darkmorgado
29/09/09 @ 08:37
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The Dunwich Building in Fallout 3 was a good one, and because it isn't clearly signposted or attached to any quests (except until Point Lookout was released), it's a place that only the most dedicated players found. I loved how just that one building completely turned the atmosphere of the game on its head with its ghouls, weird audio logs, and the final bizarre obelisk hidden in the basement. Then the name of the building suddenly makes sense and you realise the whole thing is an homage to the Cthulhu Mythos.
We need more games about Cthulhu.
On that note, can I insert the entirety of Dark Corners of the Earth? Man, that game was awesome and needs a sequel RIGHT THIS FECKING MINUTE!
insane_cobra
29/09/09 @ 08:37
#21
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The ending of Daggerfall. What the hell was that?
darkmorgado
29/09/09 @ 08:40
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@Wizlon

I love these articles. These, and the retrospectives, are why I read Eurogamer (and also Edge and GamesTM). There are only so many previews, reviews and sales figures you can read before you get a bit bored. These articles break up the boredom. This site needs more articles about game design!
Or, just more articles containing the words "Thief" and "Deus Ex."
Can we have a really lengthy retrospective of System Shock 2 now? Or Undying?
darkmorgado
29/09/09 @ 08:46
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How about the beginning of the first Silent Hill? That was completely messed up at the time because there hadn't been anything quite like it. The camera suddenly going all weird, the blur effects, the air raid sirens, then suddenly you're being attacked by knife-wielding babies that you can't get away from, who proceed to hack you to pieces...
And then you wake up in a diner.
I remember playing the demo of that and Immediately thinking "I NEED THIS GAME!"
Then for months it went unfinished because it was too fecking terrifying. To this day, Silent Hill 1 and 2 are games I point to when people say "games can't be frightening."
MiniAmin
29/09/09 @ 08:58
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Anyone else remember that fantastic Gamecube gem: Eternal Darkness: Sanity's Requiem.

Some of those levels were damn confusing. Shifting between modern and ancient times. Turning down the volume on your TV etc...
khaz
29/09/09 @ 09:08
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Ahh, guilty spark. The level that introduced the abomination that is the Flood...the worst thing about the Halo games. :\

Love the article otherwise, not enough people talk about interesting (good/bad/weird) level design. You could write a whole article like this on the Thief games alone.

Legacy of Kain: Soul Reaver 1+2 also had some interesting ideas, the whole dual dimensions thing throughout the entire gamel. 'Twas awesome.

Not to mention Grim Fandango, especially the start. wtf?
Edited 3 times, most recently on 29/09/09 @ 10:11
coastal
29/09/09 @ 09:10
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Good piece. You should have mentioned the old text adventures where stuck in a thick forest and heading N, W, S would lead you back to your start.
Kyssmyass
29/09/09 @ 09:13
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Sorry for being a douche here but... it's not really hard to find pictures of old games if you know where to look =) http://www.mobygames.com/game/windows/th...
TheMoonRat
29/09/09 @ 09:13
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Fission Mailed! A mate told me he actually turned his playstation off at this stage in anger of it "breaking" the game. Genius.
darkmorgado
29/09/09 @ 09:23
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Anyone else remember that fantastic Gamecube gem: Eternal Darkness: Sanity's Requiem.

I do! Another awesome game that was heavily inspired by the Cthulhu Mythos. I've been waiting years for Silicon Knights to do a sequel.
darkmorgado
29/09/09 @ 09:25
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How about Castlevania: Symphony of the Night? After hours and hours of exploring the castle you think you are at the end of the game, then you go through that Portal and suddenly realise that you've barely started! The realisation that the entire castle was designed to be played Upside-down as well as right-way up is, in my opinion, an amazing feat of design.
Yossarian
29/09/09 @ 09:31
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"Come back Garrett, all is forgiven"

But he is coming back... and I am very, very afraid for him. :(
Wellytopp
29/09/09 @ 09:33
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Eternal Darkness: Sanity's Requiem. Max Payne. Psyconauts. American McGee's Alice. are all missing from this article? I hope you were paid well Mr. Smith.
darkmorgado
29/09/09 @ 09:36
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@Wellytop

Come on dude, the comments here alone have shown that if he included EVERY example of good level design he would never finish the damn article!

Something I would love to see though would be a Top 100 Game Levels ever... like the top 100 games, but dedicated to purely brilliant level design. Of course, the Cradle in Thief 3 is bound to win ;-)
darkmorgado
29/09/09 @ 09:37
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@Yossarian,

Have faith! The forums on the Thi4f site actually go some way to reassuring me that Ubi Montreal are determined to do the series justice. Plus they are doing Deus Ex 3, which looks rather awesome.
Fleeby
29/09/09 @ 10:16
#35
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@donnie080208
They weren't confusing. They were surprising, beautifully realised and showed genuine narrative imagination; something lacking from 97% of game releases these days.
Quint2020
29/09/09 @ 10:36
#36
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That Riddick level really is pretty sweet, crashing in to Hoxie's office immediately after is also pretty amazing, the look on his face.... most amusing.
wowami
29/09/09 @ 10:43
#37
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The intro train ride to Half Life was a great level if its not really classified as one.
darkmorgado
29/09/09 @ 10:48
#38
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@wowami

Agreed, the intro to HL was awesome, and I think is the sole reason why so many "cinematic" games now begin in a similar vein to set up atmosphere and location. The most recent example is, i believe, Arkham Asylum which does a largely similar thing as you are leading the Joker into Arkham at the beginning.

When it comes to modern game design, Valve wrote large chunks of the book.
darkmorgado
29/09/09 @ 10:51
#39
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I wish more developers would release the design documents for their games. I'd love to see the docs for HL2, Planescape: Torment, Mario Galaxy, Deus Ex...
They give a really good insight into how decisions are made and often show you what could have been.
smernicki
29/09/09 @ 11:13
#40
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that section of mgs2 was great, genuine WTF moment first time i got to it
IneptPercy
29/09/09 @ 11:50
#41
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I remember being lost in silent hill at one point, In the dark running away from the unknown into the unknown.
Artemus
29/09/09 @ 11:57
#42
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I need scissors! 61!
curtlikesmeat
29/09/09 @ 11:59
#43
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"On that note, can I insert the entirety of Dark Corners of the Earth? Man, that game was awesome and needs a sequel RIGHT THIS FECKING MINUTE!"

Shame it won't seem to work on anything except XP :(
str8g8
29/09/09 @ 12:01
#44
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The Sword is my all time favourite game level, a work of pure genius. Like some crazy escher print mixed with Alice in Wonderland. Some things not mentioned in the review: there are some perspective tricks where you walk down a corridor towards a door, and find the walls and ceiling getting smaller and smaller until you realise that the door at the end is like 2 feet high. If you play Theif Gold, there are some extra parts of the mansion, where they play with scale in really cool ways.

Its still one of the only games to play with the substance of what videogames are: the void the article speaks of is really just a hole in bsp mesh, a very easy trick which probably started out as a mistake.
Edited 1 times, most recently on 29/09/09 @ 13:01
Matfink
29/09/09 @ 12:10
#45
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Whaddabout the space station level in Duke Nukem that went round and round forever? If you let it...
darkmorgado
29/09/09 @ 12:11
#46
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@curtlikesmeat

Wrong! I was playing it on Saturday night on my Vista laptop :-D
I thought it wouldn't work either because during installation it threw up a weird error message after inserting disc 2, but then it ran absolutely fine once I launched it from the Games menu (and with no CD in the drive to boot!).
Still the creepiest game I have ever played. Everything in it is disturbing, right down to the bug-eyed look of the locals. It just amplifies that feeling of "wrongness" so brilliantly.
Mirqy
29/09/09 @ 12:27
#47
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Fantastic article! And as darkmorgado says, retrospective of System Shock 2 please. The game that is like BioShock, only scary.
FogHeart
29/09/09 @ 12:43
#48
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"On that note, can I insert the entirety of Dark Corners of the Earth? Man, that game was awesome and needs a sequel RIGHT THIS FECKING MINUTE!"

Shame it won't seem to work on anything except XP :(

Got mine working on Vista. I'm at work, I'll look at it tonight and see what I did to it to make it work. Hang in there.
darkmorgado
29/09/09 @ 12:49
#49
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@Fogheart

I didn't have to do anything to make it work - didnt even have to put it in compatibility mode.
Just ignored the error message during installation, which didn't actually seem to affect it, and off I went.
tiddles
29/09/09 @ 13:37
#50
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Deus Ex, the point where you are captured and held hostage. As you fight your way through the prisoner blocks, administration wings and creepy science labs you finally break through a door into.... into.... WAIT A MINUTE!!! Haven't I been here before?

This was the one that sprang to mind for me! Great idea for an article, by the way.

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