4.19.2009

Reorienteering: spatial organization in BioShock

Level design is communication. The constructed space itself needs to communicate the player's options-- where they can go, what they can do, how to progress. If the space doesn't adequately convey useful information, the player is lost.

Some games have less of this sort of information to convey than others. The player can assume that in a very linear, tunnel-like game, continuing to move forward is always the way to progress. As long as the designer communicates which way is forward (which door the player must exit through to continue) then the player will not be lost. On the other end of the scale are open-world games. The designer must clearly landmark destinations in the world, and the mini-map can be relied upon to lead the player there.

What about a game that lies more in the middle, like BioShock? Open-construction levels that the player can freely navigate, but that are made up of smaller, enclosed individual spaces result in a sort of ant farm arrangement. How does the designer keep the player oriented, and give them the information they need to easily navigate from one side of the level to the other?

These are my personal observations having spent a lot of time examining the levels from BioShock, and not any kind official process or information. These points mostly refer to the core systemic levels of BioShock: Medical Pavilion, Neptune's Bounty, Arcadia/Farmer's Market, Fort Frolic, Hephaestus, Olympus Heights/Apollo Square, and Point Prometheus.

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