Game Development Reference
In-Depth Information
providing for a regular change of scenery and tone. Of course, sometimes
a location will pull multiple-mission duty, playing host to a number of dif-
ferent scenarios. In every case, though, the environment is primarily de-
signed to be an optimal space in which some or all of the main elements
of gameplay can shine. If a game's core mechanic is jumping, for example,
you can bet that a well-designed level in that game will be a jumper's
paradise.
But nevertheless, levels are more than just places that contain things to
do. They are also places to see, explore … and learn from.
Taking It All In
Walk into any real-world environment inhabited by people, and you'll get
the opportunity to glean information about its population just by looking
around and listening. Even if that location has been mostly or completely
abandoned, and if there is no one for you to talk to or otherwise interact
with, you will still have access to an abundance of clues pertaining to the
population's culture and history.
Video games' ability to provide that experience to the player—to allow
him to really feel like he is in the environment, as opposed to just ob-
serving it—is one of the unique and compelling storytelling elements that
separate games from other entertainment forms. From the macro of a
city's layout to the subtle clues laid out in a single room, settings are char-
acters with their own tales to tell. And as a game storyteller involved in the
creation of its locations, you have enormous influence over what kinds of
stories your environments will communicate.
But the creation of these environments only really succeeds when
everyone concepting, designing, building, and decorating the spaces
works from a common intent and framework. As with character design, it
often falls to Narrative to develop and share this backstory to ensure that
everyone is on the same page. And so, the best thing to do is to put it on a
page. An Environment Description Document—the location-related ver-
sion of the aforementioned Character Description Document—will include
important as well as trivial details about the space, giving the team its best
chance at creating a rich, thematically cohesive environment. See Ap-
pendix II for a sample Environment Description Document.
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