How
does a game’s genre affect the way its levels and environments are designed?
Choose one level from three different games- each from a distinct primary
genre-and compare how these levels are designed with regard to setting goals,
puzzles, and risk-reward system.
Game 1: Age of Empires (RTS)
In Age of Empires, the level is designed as a series of objectives, which must be completed in order to progress the level, with the goal being completion of the level, and the reward, another level. The risk in Age of Empires is the loss of troops and buildings, and since it is not a personal loss, such as the death of a character, it can create the feeling of expandability, so the player is more willing to "throw away" units or buildings.
Game 1: Age of Empires (RTS)
In Age of Empires, the level is designed as a series of objectives, which must be completed in order to progress the level, with the goal being completion of the level, and the reward, another level. The risk in Age of Empires is the loss of troops and buildings, and since it is not a personal loss, such as the death of a character, it can create the feeling of expandability, so the player is more willing to "throw away" units or buildings.
Game 2: Blinx (Action)
In Blinx, the level's focus is getting to the portal at the end, and that is the goal, while the objectives are to kill all monsters in the level, and get past the various obstacles blocking the players path. The risk in Blinx is the death of the player, and being reset to the start of the level, so the player is encouraged to be more careful about taking risks, but at the same time, they are forced to move at a reasonable pace, as the level is timed, and if they do not reach the portal within 10 minutes, they fail the level.
Game 3: Ace of Spades (FPS)
Being an FPS, the levels in Ace of Spades revolve around a single goal, which depends on what type of level it is, whether that's TDM, CTF, or Zombie. The objectives, however, are partially dependant on what the player wants them to be. They could be small steps that help achieve the goal, like kill this enemy, or capture that point, or the player could choose to make their objective to get a certain achievement. The risk in Ace of Spades, although being rather personal,as it is the death of the player, is also minimised, since the player can quickly re-spawn, with almost no consequences.
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