Critical Play project Pt.5: 3D spaces and Final level

There are still some things to research and look into. A natural extension of the world-building research is a look into 3D level design, this is particularly related to the final level of the game.

3D level design in meta games

The next step is to develop the final phase which is a fully explorable 3D level in first person view. Before attempting this I will look at other games that use 3D levels.

The Stanley Parable by Davey Wreden and William Pugh-The majority of the game is located inside an office space filled with cubicles, doors and offices. Mostly liminal spaces are prevalent. There are also spaces like boss’s office, Stanley’s apartment and the mind control facility. The unique areas seem to represent the disobedience of the player, should they wish to disobey the narrator then they progress towards the unique areas. The main type of choice the player can take are routes, usually two different routes at any one time. The office space is maze-like and indistinguishable from other parts of the office. There are also some spatial traps, doors that lead to nowhere and hallways that loop around in one direction. Colours are used to indicate progression, yellow is used for the “The Stanley Parable Adventure Line”, there are buttons that are coloured too.

Pony Island by Daniel Mullins Games

The majority of the game takes place inside a computer screen where the Pony Island game is shown. The player controls a person who is playing the Pony Island game via a computer.

Shown above is the player character’s hand. Around the screen is the physical border of the computer that the player character is interacting with. Pony Island’s use of space is sparse but it constantly reminds the player that their player character is interacting with a game. This use of space is a reminder that the player is trapped.

Screenshot taken from source: [https://www.youtube.com/watch?v=xwZGarhGBgc&t=4610s]

There is a cut-scene which gas knocks out the player and briefly the player’s location is shown. Not much is seen but there is a room filled with arcade machines. Again this shows that the player is trapped and that the player is experiencing the game through the player character’s view.

There is also the space of the computer operating system. That being where the game is played. It contains other versions of the Pony Island game as well as system folders and files.

The Beginner’s Guide by Everything Unlimited Ltd.

Similar to The Stanley Parable, the player navigates a series of short games. Each level varies in space, particularly the size. Some games stick to traditional game spaces, linear corridors, houses and paths. While others are stranger, large abstract spaces and smaller dark spaces. These spaces motivate the narrator to explain what their interpretation of the games are. Meaning is not given but inspired by the spaces. These spaces are largely linear, the player will progress forward until the next game is loaded. The narrator also skips some sections of some games, explaining that the level would take too long to progress. The narrator is intertwined with the spaces.

Source: [https://www.youtube.com/watch?v=bswgQg-F3QE]

Every level also makes it explicit that it is a video game level, that being there is no attempt to simulate real spaces. But it is apparent there is a limit to the space, there are areas that lead no where.

In conclusion

In all of these games, space is used as a narrative device. In The Beginner’s guide, space is used to inform the narrator to express their own views on the meaning of a game within The Beginner’s Guide. Where as The Stanley Parable asks the player to make choices with it’s space thereby progressing the narrative. Pony Island keeps the player aware that they are controlling a character who is trapped and forced to play a game. These spaces are bizarre to a certain degree but are also recognizable. They are uncanny spaces that use conventions that games are familiar with, mazes and corridors. I believe this is done to make it familiar and ground the player at first. Then the absurd spaces are introduced to the player, as there is a progression in the narrative that is reflected in the spaces.

What can be applied

Because the game will transition from a 2D perspective to a fully 3D space. A need for a space to be made is only needed for the last phase. Not only do I wish the player to understand the game design process but also my own experience of designing this game. Then the final phase will be a replication of my space, the space I have been making the game in. This space should also be filled with notes on this game’s design, even this log could be included. During the other phases there are moments where the player’s perspective changes, again this is another chance to build a different space. These could show the different assets or workings of the unity editor.

Pre-visuals for 3D world

Ideas to use a door to transition between spaces. A computer monitor similar to Pony Island will be used, the reason for this is that I want the player to feel like they’re being pulled into the game itself.

Finalisation phase exit will transition to a end game screen.

Initial implementation

First person movement and camera

The 3D environment has been implemented with basic models. There is still more to implement but for now the main focus would be to intergrate this with the rest of the phases.

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