God of War inspired Level - Blog post 06
Side area and asking for feedback.
I've had a busy week enjoying the Edinburgh Fringe, so I didn't have as much time as I hoped to continue working on the level. With the time I did have, I wanted to accomplish two things: bring some of the mechanics I'd created into the existing level and create a small side area.
I mentioned in a previous post about wanting to add a Three Rune Chest to this area so now that I have created the blueprint I decided to add it in. I also added in some breakable planks to give the player another form of interaction rather than simply placing the chest in the open.
One thing I liked about implementing the chest was that it allowed me to rethink spaces I had already built. For example, I placed one of the runes hidden in an area that the player had previously visited moments before. This gives the player a reason to revist spaces and it reinforces the idea that progression doesn't always mean simply moving forward.


The player has just experienced a significant narrative beat with the Witch followed by a fairly intensive combat encounter, so I wanted to give them an opportunity to slow down and explore away from the critical path. I wanted this area to act as a pace breaker, giving the player a short break from combat and narrative progression before returning to the main path.

I think it's easy as a Level Designer to accidentally make every accessible space part of the critical path. God of War does a great job of breaking this up with optional spaces where the player can explore without the pressure of progressing the main story. Even though the player doesn't need to visit these spaces, they make the world feel larger and less like a series of directly connected objectives.
As you can see, the area changed slightly between my original drawing and the editor. Once I started working in the space, I realised I needed to connect it back to the main area, which meant introducing more verticality. I actually think the change made the space more interesting. This space was also used as a bit of a playground for the new mechanics I have created. I also wanted the side area to reconnect with the main route fairly quickly. By placing the exit close to the entrance, the player can explore the space without feeling like they're being taken too far away from the main objective. Once they're finished, they can quickly return to the critical path.
I'm still conflicted about this area. At the moment, I'm not convinced it adds enough to the overall level, although I also think there is value in having simpler spaces within a level especially side areas. It doesn't necessarily need a major encounter or elaborate puzzle. It could simply provide a quieter space to explore, discover a small piece of narrative or find a reward before returning to the main path.
Having said this I would love some feedback on this part of the level. Does this side area work as a simple pace breaker, or does it need something more? How would you approach improving it while keeping it relatively simple?
See you in the next one, Howells out!


