What kinds of enviroments do you dislike as levels in a game?

Bob_McMillan

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Huh, so this is still here. Odd that off topic threads are strictly kept off Gaming Discussion, but gaming threads can stay wherever they damn well please.
 

Glongpre

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I would say sewers are pretty badly made, which makes them a chore. Like in Kotor. They usually put annoying shit in those levels too, like poison. The only sewer level I have really liked was from Ninja Gaiden Black, it was really well done.
The aesthetic was nice, and it didn't have the usually sewer checklist of items.


Also, water levels are usually terrible because there is only one of them, and the controls take a bit to get used to, but by then you have already finished it.

I rather liked Oblivion levels because it was such a contrast to the nice green forests. Doing a bunch in a row gets tiring though, but that's more to do with the game in general. Every dungeon is practically the same.
 

Fhqwhgod

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+1 to deserts. They always are boring.
Diablo 2 is a great game but I always have to force myself through Act2 etc.
 

Recusant

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A long time ago, I'd've said swamps, but for two factors, the first being the STALKER series, which taught me that being able to see the ripples that mean a bloodsucker is charging is a VERY good thing; and secondly, that swamp levels suck. The reason that's good is because it gives us a baseline: if I'm ever in charge of recruitment at a video game company, my challenge to would-be up-and-comers will be "make a mission that's an escort through a swamp level, and make it good".

It may end up a small company, but you'll be talking about our games for decades.
 

Slenn

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While I don't generally dislike post apocalyptic game settings, I do think they could stand to have a lot more color in them. Fallout 3 was the best example of this out of the 6 I've played (FO 2, FO 3, FO NV, FO 4, Wasteland, Wasteland 2) and had absolutely no color.

But I think underwater levels are generally a bad call. It's just that's because game designers see fit to give your character perfect buoyancy. This would give you the chance to move in all directions. WoW fell flat when it introduced Vashj'ir in Cataclysm. It was an entirely underwater zone. But the problem was, there was too much movement to pay attention to during combat. Hitting the space bar raises you, but there's no convenient key binding possible that lets you drop. And it makes it especially annoying when you're orienting yourself against your opponent. Another thing that made it worse was that the level was too huge. Even if you cranked up the graphics to allow for the maximum draw distance, you could still barely make out anything because the water is obscuring any details that are far away.

The best way to solve this problem is to just let your character to sink like in the Metroid games. And just make the water a hindrance until you get some power-up. And the Gravity Suit in the Metroid Prime game even solved the problem of water obscuring your vision too!
 

CyanCat47_v1legacy

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Xsjadoblayde said:
I agree with the oblivion use of the...errm, oblivion. It started out as a neat idea, but by the end of the game i was actively avoiding them due to the overused asthetic and boring yet confusing layout. Thing is that Skyrim did the same for me with repetitive labyrinthian dungeons...so maybe i just can't be pleased.
Have to agree with Yahtzee on sewer levels (apart from Metro 2033), construction site levels and bloody New York...no more of those endless grey tower sticks please, they aren't interesting and never will be (IMO), so stop pushing them. Perhaps the mainstream superhero genre hasn't helped. But it is also artistic direction, you can make a visually uninteresting backdrop more exciting by working on atmosphere and not phoning in the design.
I don't know about skyrim. the burial crypts weren't that much of an eyesore with designs that didn't look like they were made by an emo 14 year old from the 90s. i think it comes down to context for me odd as that may sound. the crypts tend to feel more optional because they are suposed to be corpse storage facilities and theoretically optional. with the oblivion gates there is this sense of urgency as the fucking sky turns red whenever you close in on one and they just appear out of nowhere where they are not welcom and expect your attention. they are like the kardshians of hellgates