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Why Do Games Still Have Levels?

a.d.venturer writes "Elite, the Metroid series, Dungeon Siege, God of War I and II, Half-Life (but not Half-Life 2), Shadow of the Colossus, the Grand Theft Auto series; some of the best games ever (and Dungeon Siege) have done away with the level mechanic and created uninterrupted game spaces devoid of loading screens and artificial breaks between periods of play. Much like cut scenes, level loads are anathema to enjoyment of game play, and a throwback to the era of the Vic-20 and Commodore 64 - when games were stored on cassette tapes, and memory was measured in kilobytes. So in this era of multi-megabyte and gigabyte memory and fast access storage devices why do we continue to have games that are dominated by the level structure, be they commercial (Portal), independent (Darwinia) and amateur (Angband)? Why do games still have levels?"

512 comments

  1. HL2 Has Levels? by Svet-Am · · Score: 4, Insightful

    Since when? HL2 is set up exactly the same as HL1.

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    1. Re:HL2 Has Levels? by NickCatal · · Score: 5, Informative

      You are correct... Both have 'levels' but they are seamless (when you go from level-to-level all you see is a white semi-transparent text saying the title of the 'level' you are on.)

      Although there are 'loading' screens, but that is just because the game is programed that way.

      Portal is similar, but much more distinct in the way of 'levels.' But that works into the gameplay quite a bit because each 'level' is a new test. Once you get into the behind-the-scenes area there is no real 'level' change. Just loading screens, which you have with all Valve single player games.

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      -nick
    2. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      Toilet seats: Excellent?

    3. Re:HL2 Has Levels? by PylonHead · · Score: 1

      He's pointing out that HL1 and HL2 work the same way. So making a distinction between them (as is done in the summary) makes no sense.

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    4. Re:HL2 Has Levels? by Broken+scope · · Score: 1

      HL2 takes place in a much larger area. HL1 takes place in black mesa. I don't think you ever had a traveling part where it faded to black and you cam back "a few hours later" You walked and rode across the entirety of black Mesa yourself.

      In half life 2 you did have a few of those moments.

      Thats funny, I never really thought of it that way.

      --
      You mad
    5. Re:HL2 Has Levels? by Broken+scope · · Score: 2, Informative

      Not quite, in hl1 you literally walked across black mesa, you experience ever bloody foot.

      In HL2 you did have a few, fade to black then a few hours later, moments.

      --
      You mad
    6. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      In HL1 when you walk into the dark room and get jumped by marines, the game fades to black, the character travels to a new part of black mesa (dragged by marines), where play resumes. I don't know if it's appropriate to call it a "level", but even today it stands in memory as a division between two epochs of gameplay--a) survive, escape; b) win.

    7. Re:HL2 Has Levels? by a.d.venturer · · Score: 2, Informative

      RTFA

      Half-Life has a continuous space which loads as you move throughout it. Half-Life 2 has loading screens that sit between each map - forcing you out of the game experience. Sure, both games have the same underlying map mechanism. But Half-Life 2 interrupts your game play to load the next stage. That's why I make a distinction in this instance. Of course, both games are on the same side of a lot of the other arguments I give for the existence of levels.

    8. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      Well, you get knocked out at some point and wake up in a garbage compressor in hl1. I don't remember if you were transfered to a different area though.

    9. Re:HL2 Has Levels? by SkinnyKid63 · · Score: 1, Informative

      HL1 definitly had levels. If you use the noclip cheat you could easily see the game was divided into maps and had load trigger points. In fact, HL1 displayed "Loading" in the same way HL2 does it.

    10. Re:HL2 Has Levels? by Skillet5151 · · Score: 1

      You may have played one of the console versions. Half-Life 1 and 2 for the PC have very similar loading screens and do interrupt gameplay for them.

    11. Re:HL2 Has Levels? by Broken+scope · · Score: 1

      Hmmm I forgot about that... time to go replay hl.

      --
      You mad
    12. Re:HL2 Has Levels? by PhireN · · Score: 5, Informative

      I just played hl2 recently, There was only one fade to black moment in all of hl2 when you teleport out out of the prison back to the lab, and you find out that it actually took you a week to get there.
      If you count halflife, hl2, ep1 and ep2 as one game, there are 6, one at the end of each game, where you get take out of time and space, or knocked unconscious, the teleport in hl2, and the when you get knocked unconscious in halflife and put in the trash compactor.
      Even including these, from the time you get on the train at the start the game is a complete presentation of Gordon Freeman's life, with no gaps where he goes off and does something without you.

    13. Re:HL2 Has Levels? by Brian+Gordon · · Score: 1

      Half-Life 2 has none of those moments, what are you talking about? It's a complete stream of consciousness, totally uninterrupted (except between the different Episodes), and the only time you "black out" is when you meet Alyx- and then only your vision fades; you still hear what's going on and there's no discontinuity.

    14. Re:HL2 Has Levels? by rucs_hack · · Score: 3, Insightful

      It's a matter of the scripts. Any game needs scripting unless you want to code everything natively, which just doesn't work any more. It used to, when games where smaller.

      These scripts are slower, if you have too many in memory a machine would slow intolerably. Thus you split it up into portions. Transition between levels can be made seamless, but the separation is still required. Do you want scripts involving an area you won't reach for ages resident in memory? Nope. Seamless transitions are good, even background loading, but too much loaded in one go is a mistake.

    15. Re:HL2 Has Levels? by Anonymous Coward · · Score: 5, Informative

      No, the loading mechanisms in HL1 and HL2 are identical. The game consists of a series of levels. In the cross-over point between levels, you have a couple of identical-looking corridors, and you stay in the same relative position.

      Now, on a modern PC, the load times in Half Life are so short that you won't notice them - you'll get a really fast blip of text saying "now loading", and that's about it. But when Half Life was new, there was a good 20 seconds of wait time between levels.

      Also, Portal's elevators are rarely actual loading screens. The first 18 test chambers take place on something like 6 separate levels, but there's still an elevator ride between each one. You're confusing a pause in the game with a loading screen.

      While we're at it, it was rare for a C64 game to have in-game loading. The vast majority of C64 games ran on tapes, so didn't have access to the tape after it had finished loading. The entire game had to fit in that 64Kb of RAM (possibly less, depending on how the game set up the RAM).

    16. Re:HL2 Has Levels? by Oktober+Sunset · · Score: 1

      half life one had loading screens, the orange loading text, just they were only for a fraction of a second on fast hardware, on my shitty old pc back in the day, they took a few seconds. The only difference is time, HL2 takes longer to load the next map segment because its so much bigger and more detailed.

    17. Re:HL2 Has Levels? by mattbee · · Score: 2, Insightful

      Well the term might be outdated, but those 30-60s of Loading screens mark "levels" off as far as I'm concerned, and the maps have painfully clear delineations - you know to put the kettle on when you turn down an S-shaped corridor, or an "airlock" style door closes behind you, or your car speeds towards a white light in a tunnel. For me, the loading screens were the biggest problem with enjoying the Half-Life story because there is literally *nothing* to hold my attention while the game loads, it's time to put the kettle on, visit the bathroom etc. In some bits of the HL2, that's a *lot* of caffeine.

      And for short story arcs like the HL2 episodes, especially when there's a fast-moving chase / escape narrative, 60s of loading is as bad as a commercial break in a film. You stop caring as much and the game stops feeling like a whole, and starts feeling like a play with disjointed segments and all the actors disappearing to change costumes.

      I appreciate there are technical limitations, but the key is just to hold the player's attention, don't give them a reason to switch off. e.g. Episode 2 has a segment (several like this actually) where you get into a tall elevator and your companion has about a minute-long speech where you're doing nothing, and there is very little to watch ... AND THEN there's a frigging loading pause after that, time for tea, where was I? Plenty of better-engineered games (and usually much worse-scripted than HL2) use long, scripted or trivially interactive sequences as an interlude while the engine furiously loads the next level, I just don't understand why the Valve engineers can work on the same game for the best part of 10 years and still they hobble their excellent story with those damn pauses.

      Someone else mentioned Metroid Prime, that does a good job hiding its loads behind clunking doors, Jak & Daxter on the PS2, Jet Set Radio on the Dreamcast has a couple of long tunnels ... it's been done, and if there have to be pauses, I'd much rather be twiddling my controller and *me* driving the action forward rather than stare at a frozen screen.

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    18. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      60 seconds? It's about 10 seconds for me. Not worth getting up for.

    19. Re:HL2 Has Levels? by v1 · · Score: 1, Informative

      I'm fairly certain the technical reasoning behind it is that the game needs time to load textures, sounds, graphics, and all the other goodies that make the next level different than the last one. Since new data is coming in, it has to GO somewhere, and if you want to still be able to interact where you are instead of waiting, that means the game engine has to still be running. It's not easy to keep the gaming engine running when you are pulling the data out from under it to make room for the new data.

      I suppose you could clump things a bit more so that you only removed say, 80% of the stuff and pulled in the new things, but that would get messy making sure that texture IDs did not overlap between sections etc. In most games like that though, there are significant differences in the textures, the encounters, and the sound fx/music, so there's probably not a lot they could reuse between two levels. OK, early halo probably a bad example here. Not much to load between levels there. But I digress.

      I am very surprised no one has brought up the idea of things like WOW. When you are changing from server to server sure there's a bit of a load, but the entire contents of a single server can hardly be considered a level, it's most likely many dozens of areas. WOW and other mmorpgs load things in the background in preparation for your crossing into a new area, and can do this on the fly in most cases while you are still interacting with the last of that part of the area you are leaving.

      These demonstrate two very different engine data models.

      --
      I work for the Department of Redundancy Department.
    20. Re:HL2 Has Levels? by CastrTroy · · Score: 5, Insightful

      The game just has to be smart about what parts to keep in memory. If you won't be getting to a certain point for hours, there's no point in having it in memory. The game knows you can't go from the place you are now to a place 100 rooms away in 10 seconds. Same with flight simulator games. You could technically fly around the whole world, but it only loads stuff in the vicinity of where you are. Games like Metroid although they don't have distinct levels still do little tricks to avoid loading. Between some areas where the entire scenery changes, and they have to load a lot of content, they put an elevator. What you're riding in the elevator it's loading the content. It looks likes it's not loading so the user isn't bothered. Personally I find it much more acceptable to wait 15 seconds in an elevator, than to wait 3 seconds while the game pauses with some big loading message on the screen.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    21. Re:HL2 Has Levels? by PhoenixOne · · Score: 1

      Sounds and graphics take far more resources than 'scripts'.

      If GoW which had (if I recall) 4MB split into two 2MB chunks can handle it, other games can too.

      --
      Spell cheek you've failed me four the last thyme!
    22. Re:HL2 Has Levels? by PhoenixOne · · Score: 1

      You nailed it, but other games have worked around this issue (Dungeon Siege being one of the first).

      It could be done, but it would require a major rewrite of Valve's "Source" engine to do it.

      --
      Spell cheek you've failed me four the last thyme!
    23. Re:HL2 Has Levels? by Have+Blue · · Score: 1

      This is pretty much exactly how streaming levels work. If you have X memory to work with, you divide the level into zones that each require about X/2 data, and then it's effectively double buffering- you can let the player explore one zone while discarding the previous and loading the next, and as long as the content of the zone is set up so that it takes him longer to reach the next one than it does it pull it into RAM, you're golden (which is where zigzag corridors and slow elevators come in).

      And, actually, redundancy can be good in some cases. Trying to individually load only the brand new assets and dump only the stale for the next zone leads to memory fragmentation as the player passes through more and more zones, especially if you can't easily predict which zone he'll go to next. It's much neater and more reliable to declare a policy of dropping every byte of a zone at once and pay a little extra disk space for shared resources.

      Or, you could do what Shadow of the Colossus does- it solves this problem by actually compacting its heap between frames, so it can allow completely free travel between outdoor zones within the PS2's capabilities.

    24. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      clforcepreload 1

      Do it. Loading screens last a few seconds.

    25. Re:HL2 Has Levels? by Otto · · Score: 2, Insightful

      This is a simple idea, agreed, however it's difficult to do with modern 3d games. A lot of the rendering is offloaded from the main processor to the video card.

      So, when textures and other such data are loaded into the video card itself, it can't do much else at the same time, like rendering gameplay. So you need to stagger the loads of data to be "in the background" and with some cards, that's just not possible. On shared memory card schemes, where the card itself is reading data directly from the main RAM, this is simpler, but it's slower overall that way too.

      --
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    26. Re:HL2 Has Levels? by CaseyB · · Score: 1

      But when Half Life was new, there was a good 20 seconds of wait time between levels.

      Half-Life level loading was amazingly fast. I had a middling PC at the time and level loads rarely took longer than 5 seconds, never more than 10. They did an amazing job of chopping the level into manageable chunks.

      While we're at it, it was rare for a C64 game to have in-game loading. The vast majority of C64 games ran on tapes, so didn't have access to the tape after it had finished loading.

      Are you thinking of the VIC-20? Everything for the C-64 was on diskette or (rarely) cartridge. Of course, the abysmally slow 1541 drive was little better than tape...

    27. Re:HL2 Has Levels? by cpeterso · · Score: 1

      If GoW which had (if I recall) 4MB split into two 2MB chunks can handle it, other games can too.


      So GoW's resource loading is done in 2MB chunks? Do you have any more info?
    28. Re:HL2 Has Levels? by Andrew+Kismet · · Score: 5, Funny

      "The adventure of the man who has never used the toilet. Ever."

    29. Re:HL2 Has Levels? by Wavicle · · Score: 3, Informative

      Not quite, in hl1 you literally walked across black mesa, you experience ever bloody foot.

      In HL2 you did have a few, fade to black then a few hours later, moments.


      Yeah 'cuz in HL1 the military special forces don't ambush you after you fight a bunch of ninja guys, knock you out, carry you away and you wake up in a trash compactor some time later weaponless... Oh, wait...

      --
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    30. Re:HL2 Has Levels? by aichpvee · · Score: 2, Funny

      HL2 was the worst in this area. Each episode takes like 2 years to load!

      --
      The Farewell Tour II
    31. Re:HL2 Has Levels? by clacke · · Score: 1

      That's why I never played Gauntlet or The Last Ninja much. Having to wait for the next segment was really annoying.

    32. Re:HL2 Has Levels? by irc.goatse.cx+troll · · Score: 1

      Valve actually has an even more interesting trick up its sleeve (unused afaik) called streaming. Inside their games is a precache file that tells steam exactly what files are needed for what map. Any texture, sound, model, etc that can occur in that map are in there. Because of this, they can* let you download only the core engine files, the first map, and everything it uses then start playing immediately while it proceeds to download level2. Presumably you could at some point remove anything only used in level1, although this is all theoretical as again as far as I know Valve never really went into production with this idea, so it just exists as a half developed concept and some interview answers.

      As for WoW, it's pretty seamless and nice until you start raiding. Instance servers being seperate from the world servers hurts there though, as doing something like zoning in to get your corpse after you died just to zone back out and summon someone then zone back in leads to far more loading screens than you should have.
      Especially slow with a slow disk and a lot of addons, even though you'd think nothing an addon cares about would have changed.

      --
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    33. Re:HL2 Has Levels? by rucs_hack · · Score: 1

      resources are a memory hog, and spend a lot of time being processed, yes, but they don't get involved with the VM thats actually sending instructions to the game engine. That's what I'm talking about.

      The VM is the bottleneck for most games

    34. Re:HL2 Has Levels? by jimmyhat3939 · · Score: 1

      Best comment this year. Propx.

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    35. Re:HL2 Has Levels? by McFadden · · Score: 2, Funny

      Presumably he's got one of those nappies, similar to the ones used by astronauts inside that fancy suit.

      Oh no, wait a minute, he doesn't exist, and I'm just making stuff up.

    36. Re:HL2 Has Levels? by Eevee1 · · Score: 0

      That sounds like a load of crap.

    37. Re:HL2 Has Levels? by p0tat03 · · Score: 2, Interesting

      This is something we're just starting to scratch on. Why have we always been stuck with boring loading screens, why can't the game load things on the fly? The answer is very simple: multitasking SUCKS on a single CPU. Oh yes, we run a lot of apps simultaneously every day, but have you ever tried loading a level in the background while trying to render a complex scene at 60fps, on a single CPU? You may have noticed that, in the old days (which really is just a couple of years ago) loading screens weren't just static by design - the game would actually STOP responding to the OS while it was too busy loading crap. Notice now, though, with games like Gears of War, where levels are loaded during cutscenes (part of the reason why they're not skippable), or Ghost Recon, where levels are loaded during your mission briefing. Because of the advent of consumer multi-core machines, we are finally able to do something resembling dynamic loading. This is something developers are keenly aware of, and are doing a lot to fix.

    38. Re:HL2 Has Levels? by Mascot · · Score: 1

      Everything for the C-64 was on diskette or (rarely) cartridge. Not in my area/reality it wasn't. I wore out two cassette players for my C64. The only one in the neighborhood with a 1541 was a spoiled brat that got a C128 + 1541. I can't remember ever going to a store and not being able to get a given game on tape. I can't really say if they had diskette versions of everything, but I'd be willing to bet a bit they were mostly stocked up on tapes.
    39. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      Both HL1 and 2 most definitely have levels. Even ignoring the fact that the game is split up into maps that have to be loaded separately, both have several mechanics in-game that prevent backwards or forwards progress after/before certain story/gameplay milestones have been achieved. THOSE ARE THE LEVELS. Just because they're usually well integrated into the story line, and the player is usually compelled to move forward on his own without direct prodding from the level designer doesn't mean that there are not levels. When you have to pick up a gun to activate a script that lets you get to the next area, that's a level. When boulders block your backwards path after you progress past it, that's a level. When there's a simple 10 foot drop that prevents you from going backwards, that's a level. When a door doesn't open until the scripted sequence that occurs after a boss, that's a level. When you have to get to a certain point for Alyx to open a door, that's a level.

      The game has levels. It's not even seemless because of the loads between maps (despite Valve's great efforts to diminish those load times).

      This is all irrelevant anyway because the guy who wrote the article is a retard. Even GTA San Andreas has levels. If you try to get to the Las Vegas island at the beginning of the game, you instantly get 4 stars and die pretty quick, and are teleported back to the first island. That's a level separation right there. You can't access the next area because of an arbitrary game mechanic used to enforce a relatively linear plot. The game has storyline scripted milestones that must be achieved to access later areas. IT HAS LEVELS.

    40. Re:HL2 Has Levels? by Tim+C · · Score: 1

      While we're at it, it was rare for a C64 game to have in-game loading.
      I was going to make a similar comment. I had a ZX Spectrum and it too loaded games from tape. I don't remember a single one that loaded anything once the initial load had finished. And how annoying would that be anyway?
    41. Re:HL2 Has Levels? by Talez · · Score: 1

      Metroid Prime loads up the new area when you shoot the door to open it. Sometimes if it's loading a big area with a heap of new assets, a boss area or loading from a dirty disc the door to the new area will refuse to open for quite some time. Anecdotally I've found that it does cache previous areas on a LRU basis though.

    42. Re:HL2 Has Levels? by Nurgled · · Score: 2, Funny

      Gordon! Weren't you supposed to be in the test chamber an hour ago?

      PRESS PLAY ON TAPE
    43. Re:HL2 Has Levels? by Tim+C · · Score: 1

      Half-Life 1 and 2 for the PC have very similar loading screens

      Both Half-Life 1 and 2 on the PC work in exactly the same way - you walk down a certain bit of corridor, the game pauses, the word "LOADING" appears on the screen and it loads the next section. There is no "loading screen" in the sense of the ones in Doom 3, where you are thrown out of the experience to a 2D graphic-and-text screen.

      That said, TFA is wrong - HL1 most definitely had levels, in exactly the same way as HL2. Play it today on a modern PC and the pause would be a blip, but it's still there and was most definitely noticeable on PCs of the day.

    44. Re:HL2 Has Levels? by damaki · · Score: 1

      Yeah, multitasking sucks so much on a single CPU that it has existed for decades. UNIX or any realtime os, even the average mono core/cpu music player can multitask (display+controls+music thread on the player), or at least simulate multitasking. No, APIs and lack of interest from design teams were definitely the problem. Look at the 360: I can play my own music when the game is loading, and at the same time on Assassin Creed I can move my character while listening to tips, isn't that multitasking?
      To me, it was not a dev problem but a laziness/reduce the costs issue.

      --
      Stupidity is the root of all evil.
    45. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      I'm guessing you were in the U.K. then. Nobody outside the UK really bothered with cassette tape but the U.K. had a very strange fasination with them. But, in my experience, tape was utterly unreliable!

      Certainly, here in New Zealand, a 1541 was the norm.

    46. Re:HL2 Has Levels? by CharmElCheikh · · Score: 2, Funny

      Now, on a modern PC, the load times in Half Life are so short that you won't notice them - you'll get a really fast blip of text saying "now loading", and that's about it.

      Dude, i feel life is so unfair reading this. When I still played HL2 loadings on my computer were so long that I used to roll a joint and smoke half of it during it.

      ... Well, that was actually good.
      --
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    47. Re:HL2 Has Levels? by Oktember · · Score: 1

      It took a little bit longer for C64 disk drives to penetrate the UK market, so cassette-based games tended to be the norm rather than the exception for the first few years of the C64's popularity as a games machine. Most hardcore C64 gamers in the UK eventually switched to disk, especially once peripherals like the Expert Cartridge made it easy for people to "backup" their games and swap them with friends. By then, the likes of Firebird, Codemasters and Mastertronic has established a formidable market for re-releases of old games as budget titles, for which cassette remained the predominant medium.

    48. Re:HL2 Has Levels? by malf-uk · · Score: 1

      There were several multi-load games for the ZX Spectrum including Agent X". Yes, it was annoying.

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      R Tape loading error, 0:1
    49. Re:HL2 Has Levels? by morkil · · Score: 1

      Maybe not levels, but "maps"... They are loaded, and a player has to wait. HL1 loads maps too, but it just does this very fast now, so nobody cares about it. Try playing Dungeon Siege - there are no visible wait times at all - no levels / no maps - just one continuous, big world.

    50. Re:HL2 Has Levels? by ThirdPrize · · Score: 1

      My gripe with HL2 was that each level (bit of map, whatever) had a start and an end and only one way through between them. It couldn't have been more "on rails" if it had been a racing game.

      --
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    51. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      While we're at it, it was rare for a C64 game to have in-game loading. The vast majority of C64 games ran on tapes, so didn't have access to the tape after it had finished loading. The entire game had to fit in that 64Kb of RAM (possibly less, depending on how the game set up the RAM).

      It was rare for *cracked* games to have in-game loading, because you had to fiddle around with ABC-Turbo (The one with the blue/red/yellow color bars) to load them. They were heavily compressed, compared to paid for games, and loaded much faster too.

      Complex games had multiload, although most of them I only tried on floppy, reducing the load time to 30-60 seconds. I'm quite sure Winter Games was one of these.

      Lotus Esprit Turbo Challenge had multiload between levels / races. After finishing one race, the game would load the next one from tape. Failing meant that you had to rewind the tape, and load from the start again. No need to say I only played this game a couple of times, even though I paid real money for it. I believe The Last Ninja 3had something like this too, but I never got very far in that game.

    52. Re:HL2 Has Levels? by spyrochaete · · Score: 1

      There was only one fade to black moment in all of hl2 when you teleport out out of the prison back to the lab, and you find out that it actually took you a week to get there.
      That wasn't a fade to black moment though. It's justified as a "slow teleport" that seemed instantaneous to the heroes. Really the only gaps in storytelling are between games and episodes.
    53. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0
      The vast majority of C64 games ran on tapes, so didn't have access to the tape after it had finished loading.

      Which is why games were split up into sequential levels. For example when Teenage Mutant Ninja Turtles 1990 (platform adventure version, not the beat-em-up) was converted (by me) from Disk to Tape, it turned from 4 random access disk sides into about 20 sequential tape loads. Some of the larger maps had to be broken up and made more sequential for this to work.

    54. Re:HL2 Has Levels? by tubs · · Score: 1

      > While we're at it, it was rare for a C64 game to have in-game loading. The vast majority
      > of C64 games ran on tapes, so didn't have access to the tape after it had finished
      > loading. The entire game had to fit in that 64Kb of RAM (possibly less, depending on how
      > the game set up the RAM).

      I think you're wrong on this - many games on both tape and disk were "multi loads". Usually they would load new ,especially on tape, "levels" for example Gauntlet, other would load "Game Data" (ie pictures) The Bards Tale III on disk for example.

      One of the biggest "multiloads" would have been the "Games Series" - Winter Games, Summer Games, California Games, World Games.

      --

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    55. Re:HL2 Has Levels? by Antique+Geekmeister · · Score: 1

      You've obviously never played it on a system with only 500 Meg of RAM. The level changing, and it *is* level changing between episodes, can take quite a lot of time on an underwhelming PC. Like HL1, there are numerous points with physically distinct geographies. These are usually linked by some location where you can only pass it one way, such as a steep drop into water or a doorway which is no longer open when you pass it, or an elevator that only goes one way.

    56. Re:HL2 Has Levels? by turing_m · · Score: 1

      Well, why did you think he could run so fast without pausing for breath?

      --
      If I have seen further it is by stealing the Intellectual Property of giants.
    57. Re:HL2 Has Levels? by Magada · · Score: 1

      No-one except for the whole Eastern Block, that is. I seem to remeber bootleg Polish tapes with "Nether Earth" and "Elite" on them. Now get off my lawn!

      --
      Something bad is coming when people are suddenly anxious to tell the truth.
    58. Re:HL2 Has Levels? by Laurence0 · · Score: 1

      I had an Amstrad CPC 6128, which had an internal disk drive, but could also load from tape, so I had an old cassette player hooked up to it. This was great, at least once I'd got the volume and balance settings /just/ /right/, 'cos you could pick up games on tape for under £4, so I got used to setting it going and then wandering off for a while. I'd come back, and the tape'd have rolled to the end, and the game (if I was lucky!) would have loaded. The problem was the multi-load games (of which I had a few - Hero Quest being the only one I can think of off the top of my head). Those required me to keep an eye on it, and when it stopped making noise, I had to stop the tape. Otherwise, it'd carry on playing through the level data, and I'd never be able to find the right place to start from again. Eventually, I started using the counter on the cassette player to keep track of where the start and end of each level sequence was... I have to say, I'm glad we've moved on from that!

    59. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      No, he's had that Combine surgeries that mechanizes your body, and forgot to attach the outputs. Didn't you wonder why all the Combine soldiers look so bulky an dtheir voices sound so muffled?

    60. Re:HL2 Has Levels? by fforw · · Score: 1

      We also had tapes here in Germany.. mostly because we could not afford to buy a floppy.. all the people I know only had tapes and only I think one guy had a floppy.. only in the later years floppies became more common..

      --
      while (!asleep()) sheep++
    61. Re:HL2 Has Levels? by fbjon · · Score: 1

      On the contrary, Microsoft Flight Sim X composits the entire Earth literally on-the-fly. If you fly really fast and/or speed up time radically, the world starts to get rather dull and featureless, since the compositer can't keep up. Slowing down to normal pauses the game while it loads everything it needs in one go, but if you were to fly at normal time, or at least no more than 2x, then there would be no seams anywhere.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    62. Re:HL2 Has Levels? by Wellspring · · Score: 1

      Beyond the technical need for levels, they can create suspense if they're timed right. The old arcade games used to do that.

    63. Re:HL2 Has Levels? by repvik · · Score: 1

      Same here in Norway. Everybody I knew with C64 had tape drives. I vaguely remember the compressed type loading with flashing colors and such. I've only seen one of them fancy floppy drives in my life (And I managed to destroy it with a malplaced poke that made it spin overnight)

    64. Re:HL2 Has Levels? by Skreems · · Score: 1

      I have to imagine that there's a memory pooling solution that would let them avoid fragmentation without having to load an entire level as a single memory block.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    65. Re:HL2 Has Levels? by Gigaflynn · · Score: 0

      nope thats BF2
      you could actually read 4 chapters of Marks gospel in the loading
      believe me, i did it :P

      --
      "Neo, follow the white rabbit"
      "Can i eat the white rabbit?"
      "No, there is no spoon to eat it with"
    66. Re:HL2 Has Levels? by p0tat03 · · Score: 1

      The amount of content that Flight Sim X needs to load is a completely different beast than, say, your standard FPS. Your plane never changes, your cockpit never does, content used to generate weather effects stay in memory from initial load to game exit. The only things it really needs to do is load in more ground textures, and procedurally generate more terrain in front of you. Even those trees on the ground are already in-memory, the game is simply cloning them procedurally over the landscape. The CPU hit for this kind of operation is *completely* different than that of loading a huge number of custom meshes at once, collision hulls and all.

    67. Re:HL2 Has Levels? by p0tat03 · · Score: 1

      You may be interested to know that the 360 has a 3-core CPU, each one supporting two hardware threads. It is the epitome of multi-core processing, really, besides Sony and their weird SPU implementation. Both of the "big boy" consoles on the market now are designed from the ground up to utilize parallel processing - there is a very good reason for this.

      Before blaming people for laziness, maybe you need to look at Windows' threading model and how much it sucks. It's sufficient for all processes to receive their share of processing time, but Windows is *not* a real-time OS. I cannot *guarantee* any process a certain amount of CPU time. So while one thread is chugging away with the hard drive, my render thread will thrash and convulse randomly as the OS decides on a whim how much time to give it. It also has a tendency to get hung up when resources are unavailable. Process switching is a relatively expensive procedure, in OS terms anyway, so the OS tends to like to minimize it by giving each process a fair chunk of time before moving on to the next (or worse, waiting for it to yield). This seems find and dandy for your everyday desktop apps, where much of the UI is handled by the OS (which always has processing priority anyway), and a 0.5s wait is barely noticeable. This falls apart when your OS gives your "loading" thread 0.5s of time, and then bounces back to your rendering thread. Oops, noticeable frame drop!

      One can imagine a billion ways to solve this via software, but why do that when we've simply created more cores?

    68. Re:HL2 Has Levels? by toddestan · · Score: 1

      There is no reason a sufficiently fast singre CPU with a good task scheduler can't load things on the fly. The main problem I see isn't the CPU so much, it's that you still only have one disk drive, main memory bus, etc. to pull data accross. A second CPU isn't going to help much when you've already saturated your memory bandwidth keeping the graphics card fed with data.

    69. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      Congratulations, you're a fucking retard!

    70. Re:HL2 Has Levels? by daVinci1980 · · Score: 1

      Scripting really has nothing to do with it. And not all modern games use scripting engines anyways (the Source Engine, for example).

      But let's say that a game has 16M of scripts (that's a LOT of code, like nearly a million lines of script). That's the same amount of memory as a mere 16 512x512x32bit textures (and that's if they don't have miplevels). That's basically nothing.

      In 3D games, the big memory costs are models and textures. At 32+ bytes per vertex, a model with 5000 verts (approximately the number of vertices in a UE3 character model) is 160K + another 10K for index data. Texture data is typically 32 or 64 bits per pixel, so a 512x512 (uncompressed) texture is 1 or 2 megs (32 vs 64 bits).

      And after all that, none of that is a technical reason for the requirement of levels. As many other posters have mentioned, lots of folks have solved the level issue. It basically means you need to figure out how to stream your data in before you need it, and drop it from memory when it's no longer necessary.

      Personally, I agree with the poster who said that the real reason for levels was the human factor.

      --
      I currently have no clever signature witicism to add here.
    71. Re:HL2 Has Levels? by PhoenixOne · · Score: 1

      Here is a very understandable set of slides on how GoW came to be. And here is the audio to go with it.

      I misspoke, it was 16MB for level data split into two 8MB chunks (so you can have two levels loaded at once). You can see the memory map on slide 38.

      --
      Spell cheek you've failed me four the last thyme!
    72. Re:HL2 Has Levels? by PylonHead · · Score: 1

      Why would I have to RTFA, when I've PTFG (Played the f***g games)?

      The system is identical as many people responding to you point out. Just because your modern PC can process the load times in less than a second, where my old PC used to sit there for 20 seconds while I went to get a coke from the fridge, doesn't mean that HL1 doesn't have level loads...

      Perhaps you're too young to have played the game when it came out...

      --
      # (/.);;
      - : float -> float -> float =
    73. Re:HL2 Has Levels? by Brian+Gordon · · Score: 1

      *woosh*

      He's saying literally, they took about 2 years between episode releases.

    74. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      What's wrong with having levels. You could just as well ask, why do books have chapters. They provide natural breaks in the narrative that allow a person to step away from a story and return to real life for a while.

    75. Re:HL2 Has Levels? by sammy+baby · · Score: 1

      HL1 takes place in black mesa. I don't think you ever had a traveling part where it faded to black and you cam back "a few hours later" You walked and rode across the entirety of black Mesa yourself.


      I see you've managed to suppress your memories of Xen...
    76. Re:HL2 Has Levels? by fbjon · · Score: 1

      The graphics in FSX is no small beast.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    77. Re:HL2 Has Levels? by shutdown+-p+now · · Score: 1

      It can be made so that it's one huge single level, parts of which are loaded and unloaded into memory as needed. See Morrowind & Oblivion, and of all games that did it right, Arcanum.

    78. Re:HL2 Has Levels? by p0tat03 · · Score: 1

      How good the graphics look often has little to do with how complex or taxing it is from a programming perspective. Keep in mind that, in a flight simulator such as that, much of the geometry is procedural, and only parameters are loaded from disk. This drastically reduces the amount of disk use you incur, and thus the performance hit you take on a single-core CPU. A FPS engine, on the other hand, does not have this luxury. It is blind to the type of content it will be called to display, and therefore cannot make these optimizations. This is why game engines are not a panacea to all your woes, and often an engine designed around a particular gameplay is actually worth writing.

    79. Re:HL2 Has Levels? by IKnwThePiecesFt · · Score: 1

      Poor example consider the 360 is a multicore machine...

    80. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      Since when does someone who can't even read the first sentence of the summary... get +4??

    81. Re:HL2 Has Levels? by fbjon · · Score: 1
      Certainly, but keep in mind that FSX has a fixed mesh for the entire Earth, 5GB of textures just for the ground, plus 2GB of mesh and texture data for select cities around the world. Then there's the player's aircraft, which typically takes 20-50MB for mesh and textures, additional memory for any other planes in the vicinity not of the same type and livery. AFAIK, trees and similar abundant objects are the only thing you can autogenerate. And if you really want, you can get an 8GB expansion mesh of the Earth. Having a dual core really helps for this game.


      No matter which way I look at it, no FPS I've ever seen can reach this kind of magnitude in scale of data, not to mention that FPS's are usually significantly more restricted in how you can move about, meaning preloading should be a lot easier.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    82. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      I like how we have someone writing articles about video games that has put as much thought into video games as I have into american football.

      Why does American Football have half-time and time-outs? We have good athletes, why don't they just play the whole game in one non-stop play like in real Football (you know, the kind the rest of the world plays). Also, If they have all that padding and protection on, why don't they have baseball bats to defend themselves with? Why have it on a flat field? Why not build a giant cylinder hovering in the sky and pad the rectangle face with velcro and give them velcro shoes? It would be much more entertaining I think watching them run upside down and try to run up the overhang bits or down them to get around and score on the other end (especcially if they have baseball bats to protect themselves with).

      Why only have it for like an or two? Why not extend the game to go on for a week and they can sub in players on the fly to eat and shit and sleep.

      I'd watch American Football then, and we have the technology! Oh right, because that's an entirely different game.

    83. Re:HL2 Has Levels? by phoenix321 · · Score: 1

      And then there's the recent GTA installments, that reduced load times with every sequel arriving at zero with GTA San Andreas. Extremely large area to wander about, fly a 747 through it, whatever - no load times. It had minor hiccups when blasting through dense areas with a jet or flying at high altitudes with much of the world visible, but when you were in a regular car (which still is the norm in a Grand Theft *AUTO* sequel), you had no interruptions at all.

      If GTA:SA could do it, why could Half-Life not? It really made the world feel real and cohesive that way, much better than for example Postal2 which had terrible load times and portals every couple o' feet.

      Free roaming, interactive environment, side stories and exciting "normality" are what made the GTA series so special and it's sad that most other games didn't catch up with that. Loading is obviously unneeded, GTA didn't skimp on dialogues and cutscenes, BTW - just let the player walk or drive uninterrupted through a short but bland road while loading all the data. But don't interrupt the game mechanics, don't do too much cutscenes. Keep the "virtual reality" online at all times and don't blow the fourth wall. No video sequences, no loading bars, no save menu, no quicksave buttons. Some games can do it, so the excuse is unavailable for others...

    84. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      Did you ever use a C64? Very few C64 games were released on tape. Some early C64 games were released on cartridges. Most games (>95%) were on 5 1/4" floppy disks. Pauses while different sections or levels of a game loaded were common as was swapping disks or turning them over to read the other side for larger games.

    85. Re:HL2 Has Levels? by mattbee · · Score: 1

      A fast blip of text? What was my gaming PC doing wrong then? Athlon 3800 X2, 2GB RAM, XP Home, ATI X1950 512MB graphics card, 2x80GB drives in a RAID1- every single HL2 level load took 30s at least, and sometimes as long as 60s.

      --
      Matthew @ Bytemark Hosting
    86. Re:HL2 Has Levels? by Eivind · · Score: 1

      Yes. So the question is: why go with the obsolete model ?

      When the machines become more and more powerful, and ram grows in leaps and bounds, it makes less and less sence to go for a design with X levels where each of the "levels" use more or less all of the available ram.

      It makes much more sense to go with a model where stuff is loaded by viscinity to player. So -everything- will be loaded for the nearest few meters, only the outline and base-color for stuff further away, this also allows adjusting by available RAM for PC-games. (if there's more ram, load more detail for a larger radius)

      Such schemes can be improved by estimating player direction and speed and loading more data in the direction the player appears to be heading.

      Yeah, sometime you'll miss out the player will for example make an unexpected high-speed turn, worst-case the player manages to get into an area where you ain't got the textures, before you can manage to load them, in which case the player is surrounded by solid-color buildings (or whatever objects) until the textures are loaded.

      This ain't rocket-science, there's been games designed like this for atleast a decade.

    87. Re:HL2 Has Levels? by twistedsymphony · · Score: 1

      I believe the GP was referring to cores when stating "CPU"... if you actually bothered to read the entirety of their post you would have seen that they cited the 360 and several of it's games as examples of how modern multi-core CPUs _DO_ allow you multi-task/do things while loading.

      it's the reason why the 360 can do those things... and the Xbox 1 did not.

    88. Re:HL2 Has Levels? by Anonymous Coward · · Score: 0

      He was referring to the load times of Half Life 1 on today's computers.

  2. In the same vein... by Anonymous Coward · · Score: 0, Troll

    Why do blogs still have inane topics?

    1. Re:In the same vein... by Anonymous Coward · · Score: 1

      Exactly: Why do books have chapters? Why do plays have scenes? Why do forums have topic threads? Why do encyclopedias have articles?

  3. Unlimited??? by P3NIS_CLEAVER · · Score: 0

    Did you say 'Console'?

    --
    Please sign petition to restore sanity to our banking system!!!

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  4. Wait.... by laxcat · · Score: 0, Redundant

    Wait, why not HL2? Its structure was pretty identical to HL1 as I recall.

  5. It made sense in Portal by Anonymous Coward · · Score: 1, Insightful

    And that's really good enough for me.

  6. Because they are useful by Midnight+Thunder · · Score: 4, Insightful

    Games that have levels usually have them as way to indicate that the game just got harder. For example, games such as tetris increase speed each time a certain number of blocks are cleared and arkanoid after a screen is cleared. Games that can't be broken down into such simplified logic rarely ever have the notion of levels and instead make it so that you can't get into a certain area, or fail in it, if you haven't got the necessary equipment, XP, etc.

    In short the existence, or lack of, all depends on the type of game in play.

    --
    Jumpstart the tartan drive.
    1. Re:Because they are useful by Libertarian001 · · Score: 4, Insightful

      For as insightful as that comment was (and I've no gripes with it being modded as such), you do realize that the examples you gave are for 20+ year old games that were memory limited...just like in the original question.

      I understand why Doom has levels, since you're literally descending to a new location. So the name basically fits.

      But what about the host WWII games? Ooohhh, Normandy was easy, wait 'til you get to Bastogne... Don't think the troops saw it that way.

    2. Re:Because they are useful by Anonymous Coward · · Score: 0, Troll

      I don't want to play a marching game.

    3. Re:Because they are useful by cambraca · · Score: 2, Informative

      Is that the origin of the word "level" for designating this concept? And pleeeeeease, don't forget, Wolfenstein 3D came before Doom, and it had "levels" (if I remember correctly, it was a building and each "level" was a different floor).

    4. Re:Because they are useful by vertinox · · Score: 1

      Games that have levels usually have them as way to indicate that the game just got harder.

      Or the opposite like in Oblivion where the hardness is simply adjusted to your power everywhere you go but lets you go wherever you want (mostly).

      Now if you want to go complete non-scaled, then lets talk about games by Paradox Interactive that create world simulations such as Crusader Kings, Europa Universalis, and Hearts of Iron.

      There are no levels... No end goals... No difficulty progressing as you progress if you choose certain paths... But rather is a sand box type of a game.

      One of the terms they use is "World Conquest" in which it may get progressively difficult for a player to take over the world due to revolts, micromanagement, and supply efficiency but this is not scaled at an arbitrary level.

      And if a player chooses he could remain a small country and do his best to stay out of world conflicts.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    5. Re:Because they are useful by Erioll · · Score: 5, Insightful

      Well putting aside the fact that the game DESIGN is around the idea of a level (arkanoid especially would be a COMPLETELY different game with some kind of continual level), let's give a modern example: The Halo series. In more than one case you get on/off a ship, a planet, or wherever. Teleported, or any other method of "fast travel" then gets you "between levels" of the game. But as the "quip" in the tag for this article said, why do books have chapters? The answer is the same as for games: to segment the story. Either for something as simple as a new art look, or for story reasons, breaking up the game isn't necessarily a bad thing. Go back to one of the earliest methods of storytelling, theatre, and you see acts in the play that are NOT there just to change the set on-stage, but also help segment the story.

      Overall, I wouldn't put "seamless" above story in ANY case, in any medium. Sometimes seamless works (HL2 is nearly-seamless, though there is the "slow teleport" which definitely qualifies as a break in the continuity), and sometimes you need the break-up to move around the story (Halo). And some games just work better with discrete campaigns, such as RTS games. And even the FPS example you gave, any WWII game. Well as veterans can tell you, the fighting DOES stop at some points. You make discrete attacks, push forward, and hold. It's not anything like the games of course, but it's not 24/7/365 from the start to the end of any war.

      Levels work as both a story tool, and a gameplay tool. If they're eliminated, you need a reason for that too, which is OK, but they shouldn't be eliminated "just because."

    6. Re:Because they are useful by vertinox · · Score: 1

      But what about the host WWII games? Ooohhh, Normandy was easy, wait 'til you get to Bastogne... Don't think the troops saw it that way.

      I forgot to mention that aspect in my post. Yes, unrealistic games like MoH, Wolf, and BoB (don't lynch me) have progressively harder and harder levels but I don't agree with that aspect.

      Lets talk about Day of Defeat, WWII Online, and Red Orchestra which are online (mostly) only and against real humans. There are maps, but they aren't scaled based on difficulty but who you meet randomly online. Some people you meet on the first map may be hard to fight but on the next map they may have gone home and you play against a bunch of newbies on the next map.

      Then of course there are hex based and various other strategic games don't get harder by default by play depending how well you plan early on.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    7. Re:Because they are useful by vertinox · · Score: 3, Insightful

      Well as veterans can tell you, the fighting DOES stop at some points. You make discrete attacks, push forward, and hold. It's not anything like the games of course, but it's not 24/7/365 from the start to the end of any war.

      You mean 24/7/365 like WWII Online?

      There are games that exist. On an individual a soldier doesn't fight 24/7 but there is always something going on like a bombing raid, naval attack, or troop movement on a strategic scale.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    8. Re:Because they are useful by spirit+of+reason · · Score: 1

      In the WWII games, they're just mirroring a certain amount of reality. It's not like you're going to be constantly fighting; you probably did get to sleep sometime after completing an objective. At least, if you believe the guys who made Brothers in Arms. Can't say I fought in the war myself...

    9. Re:Because they are useful by Brian+Gordon · · Score: 1

      Well even if it's not the typical soldier's experience, the progressively-more-ferocious combat style story could happen to a soldier, and it's more dramatic and fitting to a video game, so they use it.

    10. Re:Because they are useful by vimh42 · · Score: 1

      Perhaps the question was rhetorical for some reason we'll never fathom. Different game play mechanics.

    11. Re:Because they are useful by Anonymous Coward · · Score: 1, Funny

      Quickly PATENT this idea and get RICH :p

    12. Re:Because they are useful by OrangeTide · · Score: 1

      If you could return to a location, then it wouldn't really be a level.

      original NES Metroid had some areas/zones/levels, but they were independent of your game progress (except for Motherbrain's area). You could travel to any sort of area and return if you wished, and even handle them in any order you wish.

      Original NES Zelda had "levels", but you could beat the dungeons in any order you wished (and I almost always went after 3 before 2 because it was closer and easier and you could make a lot of money there). Although sometimes you needed a special item from another dungeon to enter a newer dungeon. (but you don't have to beat a dungeon to get the items)

      --
      “Common sense is not so common.” — Voltaire
    13. Re:Because they are useful by Jarjarthejedi · · Score: 1

      "On an individual a soldier doesn't fight 24/7 but there is always something going on like a bombing raid, naval attack, or troop movement on a strategic scale."

      I've played 24/7 games like that, rarely are the true 24/7 ordeals. More often they're 20 hours of fighting (if that), and 4 hours of some minor skirmishes by people who live in china to gain a good starting position for the next day.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    14. Re:Because they are useful by Smauler · · Score: 2, Insightful

      Or the opposite like in Oblivion where the hardness is simply adjusted to your power everywhere you go but lets you go wherever you want (mostly).

      Scaling everything up to the player's level is the easy way out. It allows for sloppy world creation, and results in a dull experience in which the game is playing you. In my opinion, hard places should be available from the start, and you SHOULD NOT GO THERE. Creating worlds in which one can progress so that they can tackle the tough bits when they are ready is far more difficult than just making everything ok hard at every level.

      A couple of games I think that does this relatively well are X2 and X3. If you try to go too far too fast, you'll be in for a shock. They're far from perfect, but they are great games.

    15. Re:Because they are useful by j00r0m4nc3r · · Score: 1

      That was a very insightful post. What are you doing on Slashdot?

    16. Re:Because they are useful by Endymion · · Score: 1

      In my opinion, hard places should be available from the start, and you SHOULD NOT GO THERE.

      I am reminded of the original Dragon Warrior - you could go everywhere except the last castle right from the start of the game. It was great, as you could explore wherever you wanted, get items "out of order", etc. It's just that if you went to somewhere you shouldn't be a big dragon tended to show up and kill you in one hit. You learned really fast which areas were "high level" areas...

      --
      Ce n'est pas une signature automatique.
    17. Re:Because they are useful by 7Prime · · Score: 1

      If you're so eager to experience war the way the troops do, then go join the army. Games are entertainment, they're representations. At some level, they're stylized because the real experience really isn't worth $60 at Gamestop. Many troops had their hardest battles right off the bat... and died. And never got to experience the "glory" of the survivable battles. This is nonsense. Games are a form of narrative entertainment, and like all forms of narrative, they have a rising action and a conclusion, in games, that means a rise in difficulty. If it started hard and got easy, or jumped around, or stayed the same, it would seem incredibly repeatitive and pointless after a while.

      I fear that you're search for "realism" will lead to increasingly boring and unrewarding experiences.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    18. Re:Because they are useful by SnoopJeDi · · Score: 1

      Guild Wars employs this style of gameplay, although there are multiple ways for a lowbie to succeed in high-level content. Strategy, teamplay, and even unconventional things like running (you or somebody in your party makes a mad dash for the end of the instanced area to warp the whole party) mix it up a decent bit.

      Still, I like the smallest bit of scaling-to-player in a game. I don't want it to be the core of gameplay, but it really does help smooth out gameplay over a wide range of skill levels.

    19. Re:Because they are useful by Anonymous Coward · · Score: 2, Funny

      Tramp Tramp Revolution?

    20. Re:Because they are useful by CastrTroy · · Score: 1

      That has a lot of insight. I remember reading a book review about a really thick book. I think it was War and Peace, or something like that. The writer of the review said that in order to get through the book, he basically cut the book in 3. After he did that, the book seemed like much less of a challenge. I know I experienced the same problem with Cryptonomicon. After reading forever, and realizing you're only half way through the book, you start to lose interest in the book. I stopped somewhere around 2/3 of the way through, because I got so tired of reading the same book and just wanted to move onto something else. Even though I was really enjoying the book, it was just too long.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    21. Re:Because they are useful by Anonymous Coward · · Score: 0

      Exactly. That was precisely the reason I got bored with my "demo" version of Oblivion and quit playing long before I was done. And also why I never bought the game.

      It's nice to know where the old level 1 mobs are to go beat up on when you just want to slaughter some stuff, and it's also a ton of fun to keep taking on stuff that's supposed to be too difficult for your level and see if you can beat it. None of which is possible if everything auto-scales to your level. It just makes it seem too static, because all the enemies are pretty much all the same hard to defeat. And it also creates the possibility of getting stuck by making terrible choices on how you spend your money and skill points. If you're a complete noob at these types of games, you could literally get yourself backed in a corner with no way out because there's no level 1 mobs to grind money on. Very poor design IMO.

    22. Re:Because they are useful by SanityInAnarchy · · Score: 1

      Overall, I wouldn't put "seamless" above story in ANY case, in any medium.

      I agree with you there.

      However, I would say that you should have breaks in the story determined by a designer, not by some arbitrary technological limitation which usually amounts to the programmers being lazy. (Or not having enough resources, but this has been going on for years, so you'd think more of them would have started to get it right.)

      HL2 is nearly-seamless, though there is the "slow teleport" which definitely qualifies as a break in the continuity

      And which could be covered by a "cinematic" sequence, such as HL2 has. Another G-Man-in-the-face sequence, even. No reason to also freeze the whole world with a "loading" screen with nothing happening, no motion, no sound, no even a progress bar.

      Levels work as both a story tool, and a gameplay tool. If they're eliminated, you need a reason for that too, which is OK, but they shouldn't be eliminated "just because."

      They should, however, be eliminated from game engines.

      The reason is simple: You can fake levels in a level-less engine, worst case, you can add a fake loading screen where it's not needed. But you can't remove level breaks from an engine that requires it.

      --
      Don't thank God, thank a doctor!
    23. Re:Because they are useful by P.+Niss · · Score: 1

      There are games that exist.

      Spoken like a true philosopher.

    24. Re:Because they are useful by insanecarbonbasedlif · · Score: 1

      but it's not 24/7/365 from the start to the end of any war. You mean 24/7/365 like WWII Online? You should just say 7 years, 1 week. It's more memorable that 24/7/365, which takes a while to parse.
      --
      Just because I doubt myself does not mean I find your position compelling.
    25. Re:Because they are useful by ILongForDarkness · · Score: 1

      The answer is the same as for games: to segment the story. Exactly. It is also easier to tell where you are in a game to someone as "I'm on the moon level". As well if you want to play just for a little bit, if the game is well broken down, you can do a level and have a sense of accomplishment, not just I moved from here to there, what happened?

      P.S. I hate the GTA series for this exact reason. Doing random missions in random order doesn't give me any sense of accomplishment, and makes it impossible to have a big storyline throughout the game. Instead you have little tiny missions, and it seems like a bunch of mini games crazy glued together with mediocre graphics.

    26. Re:Because they are useful by Tim+MacDonald · · Score: 2, Funny

      I think you'd have to relegate that to adult-only arcades.

    27. Re:Because they are useful by Lobster+Quadrille · · Score: 1

      A good book leaves you hanging at the end of the chapter, so you can't wait to get back to it. Same with the story in a good game- I don't game a lot anymore, but that was why I couldn't stop Diablo II. Just as you finish up a quest, it gives you the next one. Save game and go to bed or go find out what new evil lurks in the newly unlocked map?

      there's a good reason that was the last game I really got into. I dont have time to take more than a few weeks in a row off work anymore.

      --
      "The cup is in turn designed for holding hot or cold liquids, and has an open rim and closed base." --US Patent #5425497
    28. Re:Because they are useful by sootman · · Score: 2, Interesting

      Overall, I wouldn't put "seamless" above story in ANY case, in any medium.

      It is funny (if I were snootier I might say 'ironic') but on a really, really good book I don't even notice the new chapters starting. There have been several books I've read that really hit the ground running and the first time I'd notice a new chapter was around 7 or 8.

      --
      Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
    29. Re:Because they are useful by Anonymous Coward · · Score: 0

      ...your parser is wrong. I believe it's referring to "all the time", as in 24 hours a day, 7 days a week, 365 days a year.

    30. Re:Because they are useful by Sentry21 · · Score: 1

      And which could be covered by a "cinematic" sequence, such as HL2 has. Another G-Man-in-the-face sequence, even. No reason to also freeze the whole world with a "loading" screen with nothing happening, no motion, no sound, no even a progress bar.


      I read something (no source, sorry) about the Playstation 2 which said that the PS2 has a technique that developers could take advantage of which essentially provided three 'tracks' in a FMV - the video track, the audio track, and a 'data' track. The idea was that while the PS2 was playing the FMV (which takes less than the DVD's full bandwidth) it would also be caching the next level. Thus every FMV was (for good developers) an opportunity to cache everything you needed, and help eliminate load times.

      Brilliant idea, I always thought. Doesn't work in this era of in-game cutscenes though.
    31. Re:Because they are useful by LilBlackDemon · · Score: 1

      The hex-based games sound intriguing (and laptop-friendly).

      Can you give a few examples?

    32. Re:Because they are useful by Hyperspite · · Score: 1

      If you consider the human-computer interaction as a single system, it's something like a race condition. Humans have a finite capacity for attention, and computers have a finite amount of memory. Game designers need to give players a break, or they get tired and stop (or don't stop and that is JUST ONE OF THE PROBLEMS WITH AMERICA TODAY ). I think half life 2 pauses are good, because the levels can be intense and eventually, you need to have a break which those pauses afford.

    33. Re:Because they are useful by fyonn · · Score: 1

      also, games without formal levels as such aren't a new thing. I'm sure they go back much forther, but I remember how impressed everyone was that SWIV on the amiga was a single level from start to finish with no break in the action. it constantly loaded new bits from the floppy drive as you played. a great advantage of having dedicated disk controllers that don't interrupt the cpu during use.

      dave

    34. Re:Because they are useful by Anonymous Coward · · Score: 0

      TBH, there are times when there is little to do. I am not the infantery/tank player type, but luckily there a lot possibilities to play WWIIonline on your own taste.
      Army players dont have any problems to find some action 24/7, for navy and air force it's a bit different.

      When I am logged in at low pop, I really love to take out an Destroyer (5x135mm Ari rocks) for some relaxation. Alternatively I hop onto the trainingsserver to improve my piloting.

      Most awesome experience until now was when 3 of our squad flew escort for a bomber raid (30 Heinkels, 35 110c). The flight was attacked by about 50 Hurris/H75 otw to the french factories, took me about two hours to calm down after that.

      There are no noticeable transitions between the areas, quite an achievement for a map with that scale.

    35. Re:Because they are useful by Kamineko · · Score: 1

      Arkanoid with a continual level would be the Amiga classic Poing.

      (Bonus points if you were about to reply that Poing has distinct levels after you've escaped from a horizontal set of ten distinct 'rooms')

    36. Re:Because they are useful by Phekko · · Score: 1

      I don't see myself playing a game where I'd sit around for hours waiting for something to happen.

      Oh wait, I played Everquest and that was mostly camping. You got a point, although I don't really know what it is...

      --

      Sigs for Nerds. Sigs that Matter.
    37. Re:Because they are useful by CmdrGravy · · Score: 1

      The main game I remember without levels was Elite. You needed a hard drive to play it because of the constant data loads but there were no levels.

    38. Re:Because they are useful by gnork · · Score: 1

      http://wwiionline.com/scripts/wwiionline/index.jsp

      WWII Online is a pure PvP Simulation of the World War II from 1940-42. Every unit you see on the map is player controlled (except for AI flak/Pak/Mgs). The High Commands Ranks of all armies are players well.

      We have camping too, but thank god you can always spawn with your squad one city/airfield behind the camped armybase/airfield, sneak onto the fraggers and give em hell.

      --
      Earth is a beta site.
    39. Re:Because they are useful by Sigma+7 · · Score: 1

      I am reminded of the original Dragon Warrior - you could go everywhere except the last castle right from the start of the game. Not really. Some tiles inflict damage as you walk over them, and thus you have a minimum HP requirement to continue through them (or otherwise be able to fake your way through with healing).

      Take a look at the Speedrun - while he does charge into a high-level area with a level 1 charater, he does need to power-level a bit to gain access to an item with barely enough HP to get that item.

    40. Re:Because they are useful by fyonn · · Score: 1

      not on the amiga you didn't. that was all loaded from a floppy disk

    41. Re:Because they are useful by tepples · · Score: 1

      I read something (no source, sorry) about the Playstation 2 which said that the PS2 has a technique that developers could take advantage of which essentially provided three 'tracks' in a FMV - the video track, the audio track, and a 'data' track. The idea was that while the PS2 was playing the FMV (which takes less than the DVD's full bandwidth) it would also be caching the next level. Thus every FMV was (for good developers) an opportunity to cache everything you needed, and help eliminate load times. Even DVD-Video has that, at least for subtitles. But then gripes about loading screens would just be replaced with gripes about unskippable cut scenes.
    42. Re:Because they are useful by Anonymous Coward · · Score: 0

      The main game I remember without levels was Elite. You needed a hard drive to play it because of the constant data loads but there were no levels.
      Nonsense. The entire game fit neatly into RAM, so you just loaded it in one go and played away.

      If you had the floppy disk version, rather than the cassette tape, then there were a handful of additional features that took advantage of in-game loading, but there certainly wasn't anything like "constant data loads" even then.
    43. Re:Because they are useful by Physician · · Score: 1

      That's why I don't buy games for my Mac. I'm afraid I'll need XP to reach a certain level.

      --
      Does God treat us as servants or friends? Check my homepage.
    44. Re:Because they are useful by petermgreen · · Score: 1

      I never played the tape version of elite but the disk version on the BBC micro loaded data every time you moved system (hyperspace, galactic hyperspace and I belive escape capsule) or docked/undocked from a space station.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    45. Re:Because they are useful by xploraiswakco · · Score: 1

      There is also the human factor, that level changes help to protect, that newer games without level changes fail to protect, this being where of late people have died at the keyboard because they never took the opportunity that a level change creates to go eat, drink, to the bathroom, rest, and all those other things we humans should do on a regular basis, that computers and the games we play on them do not need to do. Admittedly some of those games do create places where it is suggest the human players take the opportunity to do what is needed, but perhaps they need to do more than provide a place to sleep/save. It is probably time such game characters include human player fitness/health level that say decrease the characters abilities if the human player refuses to take an approipriate break. Just my 2

    46. Re:Because they are useful by insanecarbonbasedlif · · Score: 1

      ...your parser is wrong. I believe it's referring to "all the time", as in 24 hours a day, 7 days a week, 365 days a year. I could buy 24/7, or 24/365. But 24/7/365? At least make it 24/7/52... otherwise, you're spouting *non*sense.
      --
      Just because I doubt myself does not mean I find your position compelling.
  7. Why do games have levels? by PitaBred · · Score: 5, Insightful

    Because sometimes, it's nice to do themed, episodic content that's broken apart by firm delineations. If anything, I think that Mario 64 did the best mix of levels and "seamless" play that's been done (haven't tried SM Galaxy yet, it's on my list). Any other silly questions?

    1. Re:Why do games have levels? by webmaster404 · · Score: 2, Interesting

      Exactly, for some games like adventures and RPGs levels take away from the game, for platformers and some shooters it is pointless not to use a level or mission like system.

      --
      There is no "disagree" moderation, and troll, flamebait and overrated are not valid substitutes
    2. Re:Why do games have levels? by tsalaroth · · Score: 1

      If SM Galaxy isn't on the top of your list, move it up there. GH3 is awesome, but SM Galaxy has got to be the best Mario game ever.

      I hate most Mario games, but this one has renewed my faith in the money-making machine that he is.

      I, for one, welcome our Italian plumber overlords!

    3. Re:Why do games have levels? by sqlrob · · Score: 1

      Missions are not the same as levels.

      Jak and Daxter is completely seamless, no loading screens. Finishing missions will open new areas, but the entire old area is open at most points.

    4. Re:Why do games have levels? by Brian+Gordon · · Score: 3, Insightful

      This is sort of like Metroid- yes there's no loading screens so it's "seamless" but come on, seriously. Would you deny the label "level" to describe the distict areas? My favorite Metroid was Prime- a few areas are revisited constantly like Magmoor, but the Phendrana Research areas, the Phazon Mines, etc.. those are levels. The article is seriously wrong about Metroid.

    5. Re:Why do games have levels? by Smauler · · Score: 2, Insightful

      Very true, an I can't believe your comment was the first I read here that said that. Levels are a _good_ thing for most games, be they direct or contrived. I will not ever generally save in the middle of a firefight in a FPS or other game, because I'm playing it right now, and it's a dumb time to save. No one wants a game that is 100% action throughout for 24 hours plus (I think). Levels are also analogous to time dependent events in lots of games - it's harder to describe World War II if the player has to play through 6 years of a game (less if you're American obviously ;))

      I made a similar point about this a while ago - Why do console titles always place save points immediately prior to dangerous sections? The obvious reason is that people can save and reload and try again, and don't have to worry about dying. In game characters dying is par for the course nowadays - people expect to die loads of times. I personally think that games haven't got easier (I think games have generally got a lot tougher), but games have introduced save/reload as a required feature.

      I also personally _love_ Angband and its variants. My favourite two are Zangband and TOME

    6. Re:Why do games have levels? by Quiet_Desperation · · Score: 1

      I think that Mario 64 did the best mix of levels and "seamless" play that's been done

      All marred by a wonky camera, sadly. The kind that makes you fall off the thin bridge into the bottomless pit when it rotates without warning, and other joy dampening events.

      I never had an N64, so I downloaded SM64 onto my Wii. Yeesh. Years of full and proper camera control have spoiled me, I guess. I've got 15 stars and beat Bowser's first encounter, and I'll keep at it because it is quite fun when the camera isn't arguing with me, but it's not the immortal classic I was expecting.

    7. Re:Why do games have levels? by Ponzicar · · Score: 1

      Mario 64's camera was pretty good for the time. A bad camera was a very common complaint about many games from that era, so Mario 64's was often the best by comparison.

    8. Re:Why do games have levels? by VGPowerlord · · Score: 1

      Besides, Metroid Prime games do have loading screens. That's why riding the elevators up/down is a cutscene that takes 20 or more seconds.

      Other Metroid games don't simply because they're on cartridges and can load super fast because of it... and, as you pointed out, are still split into areas (except Metroid II).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    9. Re:Why do games have levels? by CronoCloud · · Score: 1

      Camera wise the PSone Spyro games have Mario 64 beat, which is why I consider them far far superior 3D platformers than Mario 64.

    10. Re:Why do games have levels? by heinousjay · · Score: 1

      I would agree, aside from the challenge. I breezed through Spyro like nothing. I was glad I borrowed it instead of buying.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    11. Re:Why do games have levels? by RogueyWon · · Score: 1

      Agreed.

      Personally, I stopped reading the article at the point where he says:

      "Much like cut scenes, level loads are anathema to enjoyment of game play"

      Sorry, but an awful lot of gamers (in fact, I'd say we're in a comfortable majority) enjoy our cutscenes quite a lot. As far as I'm concerned - the prettier the better. I'd take some well-done CG or even FMV over a game-engine cutscene any day.

    12. Re:Why do games have levels? by Das+Modell · · Score: 1

      The doors also act as small loading pauses. The elevator rides do not take 20 seconds or more, they're quite brief.

  8. Simple by Doomstalk · · Score: 5, Insightful

    The reason is memory. There's only so much you can load into RAM at once, and levels allow you to more easily control what assets get used and when. You can also do this with streaming and clever tricks, a-la Metroid Prime, but that requires a lot of planning at the initial design phase. It can lead to crash issues if the player gets too far before you've finished loading everything. Again Metroid Prime is a good example of this.

    1. Re:Simple by complete+loony · · Score: 3, Interesting

      Because scheduling disk IO in a way that doesn't effect performance is hard. And IIRC because someone patented the idea of playing a mini game while the main game is loading.

      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
    2. Re:Simple by sheetsda · · Score: 1

      Memory isn't really an excuse. You could cut the size of the levels down to a fraction of what they are now (maybe with some overlap necessary for visibility stuff calculations?), and load the chunk the player is heading toward in the background while they are playing through the current chunk, and free the farthest away chunk. And don't give me any crap about slowing down the game waiting on the disk to load stuff, thats what threads are for. For example say you reduce level size to 1/5, you keep the chunk the player is current in, the two adjacent ones, and one other that fluctuates based on what the player is closest to. You have to design your chunks such that the player can't get through the intermediate chunks before the next one can be loaded, but that seems like a practical, solvable problem.

    3. Re:Simple by dmomo · · Score: 2, Informative

      Memory management doesn't have to be aided by the introduction of levels. But it sure helps. There are plenty of opportunities to manage memory. Take newer Zelda games for instance. There are buildings, rooms, caves and dungeons. These, from a programming point of view (and memory managing point of view) are similar to levels, but they are not levels from the player's perspective.

      BTW, I was impressed by Katamari Damacy. This game does have levels, but each level is a big world. You start off tiny. Objects in your world consists of pins and needles. Furniture are obstacles and you are in a house on a planet. As you get larger, furniture becomes objects. Growing even still, the house you were in becomes an object and the landscape becomes the obstacle. Transitioning from these states (getting bigger) is similar to loading a new level. The difference is, you are loading a new version of the same level. This happens right under your feet. There is still a "loading" time. The game tries to keep the player engaged at this point by spitting witty text onto the screen in the spirit of the game as a whole.

    4. Re:Simple by Pete+Brubaker · · Score: 3, Informative

      And because not every potential platform has the same specifications. Take the PS3 and the 360 for example. PS3 256mb main / 256mb video -- 360 512mb unified. PS3, constant linear velocity drive reading at something like 5mb/sec -- 360 constant angular velocity drive at like 24x. Throw PC into that mix and you have an infinite number of combinations. It's just very hard to do, not to say that it cant be done, but it's just really hard.

      --
      What's a sig? Pete Brubaker
    5. Re:Simple by Hamilton+Lovecraft · · Score: 1

      Several games do this to make individual levels big, then have multiple levels on top of that. (Lord of the Rings: Return of the King and From Russia With Love, PS2 and XBox, to name two). Assume you're breaking up and entire game into small loadable chunks, and you have a linear system where five chunks are loaded at any given time, two in front of and two behind the player. If there's a basic grunt enemy you fight over and over throughout the game, then you can either put him into a common, always-loaded area of memory, or you can put an extra copy of him into each loadable chunk. Too much of the former and the common area gets to be game-sized and you don't have enough memory left for the chunks. Too much of the latter, and you're wasting memory on multiple copies of resources in memory at once. Now say you're using a grunt widely in the first third and the last third of the game, but not so much in the middle. Breaking the game up into levels lets you put the grunt into a "level common" region instead of in a game common, which is more efficient.

      --
      step 3: god dammit, it doesn't work
    6. Re:Simple by Hamilton+Lovecraft · · Score: 1

      This kind of thing always sounds like a great idea, but it has a lot of engineering subtlety and complexity that might not be obvious at first. It's all solvable, of course, but sometimes a game development team decides to solve a different set of problems.

      --
      step 3: god dammit, it doesn't work
    7. Re:Simple by porpnorber · · Score: 1

      ...Yeeeessss, but a lot of planning is supposed to be done in the initial design phase. Now, I understand that my perspective on this is a bit different from the average game programmer, because my background is in programming language design and implementation, but.... Before you write the game don't you sit down and say, "so ok, we will be putting the player in a world. So we need to be walk around in unbounded models, synthesise detail on demand, smoothly pre-load local context, save and load state, and never ever crash"? Aren't those engine issues?

    8. Re:Simple by Anonymous Coward · · Score: 0

      Scheduling disk IO in a way that doesn't effect performance is actually quite easy. Scheduling disk IO in a way that doesn't affect performance is a bit harder, as is scheduling disk IO in a way that does effect performance.

    9. Re:Simple by sheetsda · · Score: 1

      you can either put him into a common, always-loaded area of memory, or you can put an extra copy of him into each loadable chunk

      Or you can keep one copy of him around in your "common" area whenever he's in a loaded chunk and get rid of him when he isn't and thereby not waste memory. There is no reason to always load him or keep him with the level data as you're assuming.

    10. Re:Simple by Hamilton+Lovecraft · · Score: 1

      We pack multiple characters' resources together into larger load units to avoid the overhead of small reads broken up by disk seeks (console optical disks really suck at the seek). We can't load and unload a character at a time, as a general rule, and by making the common memory area dynamic, you open yourself up to fragmentation and make it impossible to predict at runtime whether you'll have enough memory to load the common resources you need after a given sequence of region-to-region moves in the game. There are a lot of smart suggestions being made in this thread. There have been a lot of smart suggestions made in the corridors and cubicles of game companies for the last ten years, too.

      --
      step 3: god dammit, it doesn't work
    11. Re:Simple by Hamilton+Lovecraft · · Score: 1
      Game and engine development has happened concurrently on every game I've worked on. Even when you start with an existing engine, because the designers always want more more more more more, and last year you didn't accomplish all the awesome cool things you set out to put in the engine, so this year you're going to do it, and you're going to do it right.

      Then the lead engineer gets hit by a twinkie truck, one of the designers gets stabbed with an icicle, one programmer is out for a while because she's donating a kidney to her best friend, another programmer isn't getting any work done because he's going through a divorce, and a third is writing crap code because he isn't getting any sleep because he and his wife just had twins, and in the end it's all you can do to make the engine limp along just well enough to ship another game and make payroll and try and stay afloat long enough to try to do it better next year.

      --
      step 3: god dammit, it doesn't work
    12. Re:Simple by 75th+Trombone · · Score: 1

      The reason is memory. There's only so much you can load into RAM at once, and levels allow you to more easily control what assets get used and when. ... It can lead to crash issues if the player gets too far before you've finished loading everything.

      This is all correct, but when you were talking about the computer's RAM and assets, you should've been talking about the player's.

      I've said it already in this thread, so I won't repost so I don't get modded redundant, but you should read this and then this.

      --
      The United States of America: We do what we must because we can.
    13. Re:Simple by xtracto · · Score: 1

      And IIRC because someone patented the idea of playing a mini game while the main game is loading.

      I am courious about that fact. I always wondered in the Playstation 1 times why didnt they have such features (a simple atari like game would be OK).

      Does anyone have more information about this patent?
      BTW... such a thing sucks (that someone patented it and hence nobody can use it unless it pays... it is stupid)

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    14. Re:Simple by complete+loony · · Score: 1

      Curious myself, I did a little googling and found quite a few references to Namco's patent #5718632 Issued on February 17, 1998.

      I probably should have googled in the first place, it wasn't that hard to find.

      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
    15. Re:Simple by Anonymous Coward · · Score: 0

      You make it sound so easy but there really a lot of, not apparent - if you're dumb like me - complexity involved. For example can I bitch this story? http://www.drizzle.com/~scottb/gdc/continuous-world.htm

    16. Re:Simple by QuietObserver · · Score: 1
      I agree with this to a point; Metroid Prime had a few serious crash issues (the game would just lock up on me, often for no other reason than memory management issues or disk read errors; this gets me a little paranoid in certain areas where I've experienced frequent crashes due to this flaw). On the other hand, Metroid Prime 2: Echos seemed to have resolved this issue while allowing for much bigger areas. Both games use the logic of "load the room the player is nearest to", probably based on triggers within the room, which can cause brief (and occasionally long) delays when entering a new room. Another strategy that they used (which really bothered me in the first game) was an alternating large room/small room layout.

      I've been designing a concept for a 3D game that uses a completely different philosophy; load as much of the current area map as possible (the one the game uses to determine where to put things), then load only the graphics and sound effects that are necessary for the player's current surroundings, and for what they are near (the area maps are divided into rooms, which are subdivided into smaller parts that can be of any size and strung together in any fashion to make such a philosophy much easier to deal with). I also feel that modern systems, with as much more memory as they have, will be better suited for larger, more imaginative games, and I've also been working on other ideas to help simplify the way graphics are stored (like using a palette based system, similar to those used on older consoles, that has been updated for use on modern technologies; process intensive, but with modern, multicore layouts and by relying more on the video processor, such ideas should be easier to deal with).

      Anyway, good point. I just wanted to point out a few things I've thought of for helping to resolve the current issues.

  9. well by moogied · · Score: 2, Interesting

    If it works, don't fix it.

    --
    So basically, -1 troll/offtopic is really slashdots way of saying "I hate that you thought of something before me."
  10. Why? by JUSTONEMORELATTE · · Score: 5, Insightful

    Because it's fun to have intermediate progress goals.

    Or was this a trick question?

    1. Re:Why? by subnomine · · Score: 1

      It was a rhetorical question so the author himself could present the reasons. The Slashdot community should have read it, shrugged, and said nothing. But can you imagine a Slashdot posting without a single nerd in the horde responding? Inconceivable!

    2. Re:Why? by Anonymous Coward · · Score: 0

      "But can you imagine a Slashdot posting without a single nerd in the horde responding? Inconceivable!"

      That reminds me. Post quota!

    3. Re:Why? by freezingweasel · · Score: 2, Insightful

      Also bragging rights. Level is the "other" score for some games. (Arcade / Atari especially) and is a convenient way of comparing notes with friends in other games. (I'm only in 5-2 on Super Mario Brothers) In Super Mario Brothers 3 world-level is far more convenient than trying to describe the level you're interested in.

  11. Accomplishment by jacobcaz · · Score: 5, Interesting

    Games have "levels" so gamers can feel a sense of accomplishment at moving up a rung? Kinda' like - you know - life? Work hard, get promoted = meatspace leveling. Same with XP in MMORGs?

    What I can't figure out is why everyone in my office gets all weird when I start killing co-workers during my XP grind? Sheesh...

    1. Re:Accomplishment by Beardo+the+Bearded · · Score: 4, Funny

      It's because you get more XP when you convert the co-workers to your side. Didn't you play Syndicate with just the persuadatron? It's a little like that.

      That's why they're looking at you funny. You're doing it wrong. It's a classic newbie mistake.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    2. Re:Accomplishment by ImonseI · · Score: 1

      believe it or not, but co-workers are actually aggro mobs. if you hit first they shriek for help and they all come zergrushing and gank your ass.
      also you might be killing the wrong co-worker for your quest, or you are faction grinding the wrong subtype of co-worker ;)

    3. Re:Accomplishment by Anonymous Coward · · Score: 0

      ah that reminds me, I must play syndicate again one of these days! Hope it runs fine on uae...

  12. WTF by Pojut · · Score: 0, Troll

    Um...both Half-Life 2 AND Portal never leave the first-person view unless you are loading the game...in Half-Life 2 the next "level" is reached when the small bit semi-transparent text shows up in the center of the screen...in Portal, you ride an elevator (again, entirely in first person, not even a loading screen) and when the doors open...there you are at the next level (or in this case, test) Again, both games NEVER leave the first-person view while playing them...not a load-screen in sight. Come on. Do at least SOME simple research before you start mouthing stupid crap.

    1. Re:WTF by QuantumG · · Score: 1, Funny
      --
      How we know is more important than what we know.
    2. Re:WTF by ninjapiratemonkey · · Score: 2, Funny

      Except that while you are riding in this elevator, in first person, the game locks your ability to move, and a box in the middle of the screen shows up that says "LOADING..." but you know, maybe that's not a load screen, maybe it's just part of the plot, and GLaDOS temporarily poisoned you with neurotoxin or something...

      --
      01110000 01010111 01101110 00110011 01100100
    3. Re:WTF by croddy · · Score: 4, Interesting

      Portal has levels because the Enrichment Center's testing environment has levels. If anything, Portal is a satire of this phenomenon, presenting the absurdity of slicing up an adventure into neat chunks by putting the player in the position of a real person progressing through such a system.

    4. Re:WTF by Hamilton+Lovecraft · · Score: 1

      Um. They stop the game for several seconds at that point, even if they don't render a loading screen. It's levels; it just happens that the exit foyer for one level looks exactly like the entry foyer for the next.

      --
      step 3: god dammit, it doesn't work
    5. Re:WTF by brkello · · Score: 1

      No it doesn't. It is a puzzle game which lends itself to get incrementally harder so that each puzzle is completable based on knowledge gained from the previous level. It is certainly not satire of the phenomenon. It embraces it.

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re:WTF by Oktober+Sunset · · Score: 1

      except that format only lasts until you reach the party goer decision, after that, there are no levels, the gameplay is continuous.

    7. Re:WTF by Peganthyrus · · Score: 1

      I saw "Loading" in the middle of the elevator a lot while playing Portal. You are aggressively wrong, sorry.

      --
      egypt urnash minimal art.
  13. Maybe by Broken+scope · · Score: 1

    Darwina had levels, because it made sense within the games framework and actual story.

    As for portals, I'm not sure the HL2 engine can stream a level or load one in the back ground.

    I think its more a limitation of the technology/power than actual design. As stuff has gotten more powerful, the games have used more power to make them look pretty as opposed to making them look smoother and load seamlessly.

    In some cases, you just can't realistically link 2 separate places.

    --
    You mad
  14. slow news day by nuzak · · Score: 5, Insightful

    Wow, Angband, really brand new game there.

    Portal had individual puzzles in individual rooms. Duh.

    Next questions: Why do books still have chapters? Why do plays still have acts? Why do movies still have scenes?

    --
    Done with slashdot, done with nerds, getting a life.
    1. Re:slow news day by Artifakt · · Score: 2, Insightful

      While we're at it, why do pen and paper RPGs still have dungeons and similar structures? Why does any game ever put someone in a position where there are only a few directions to go, instead of constantly giving them 32,364+ choices of direction? Why does chess start off with only the pawns and knights capable of moving? Why can't my checkers move backwards until they are kinged?
            The summary repeatedly begs the question - "Levels are bad, M'kay? Only a terrorist pedophile would like levels. Your mommy will cry if you see any value at all in levels. Now, why do we still have levels?". It's behavior on the level of a political candidate, and I felt deeply ashamed for the writer who was trying to manipulate me like that.

      --
      Who is John Cabal?
    2. Re:slow news day by fph+il+quozientatore · · Score: 1

      And, why do wheelbarrows have wheels?

      --
      My first program:

      Hell Segmentation fault

    3. Re:slow news day by Paradise+Pete · · Score: 0, Offtopic
      And, why do wheelbarrows have wheels?

      and barrows, for that matter.
      One definition of which, I note, is a male pig castrated before maturity. (I just looked it up.)

    4. Re:slow news day by obarthelemy · · Score: 1
      --
      The Cloud - because you don't care if your apps and data are up in the air.
    5. Re:slow news day by Velorium · · Score: 1

      Why do most people, regardless of alertness, like to sleep? That's just what most people prefer, breaks here and there whatever the setting may be.

  15. The same reason that books still have chapters. by Sowelu · · Score: 3, Insightful

    Because the writer thought that a clean break in the action, or in the theme between two distinct areas, was important.

    Or because "downtime" occurs between levels that the player doesn't need to see, whether they're following corridors or going back to base.

    1. Re:The same reason that books still have chapters. by quanticle · · Score: 1

      Also, sometimes books follow more than one thread of narrative at once. Same way, if you're displaying the point-of-view of more than one character, having levels makes the transitions less abrupt.

      --
      We all know what to do, but we don't know how to get re-elected once we have done it
    2. Re:The same reason that books still have chapters. by HTH+NE1 · · Score: 1

      But have there been games where a level has been as short as some books' chapters?

      Something Wicked This Way Comes by Ray Bradbury, Chapter ??: Nothing much else happened that night.
      As I Lay Dying by William Faulkner, Vardaman Chapter: My mother is a fish.
      Gremlins by George Gipe, Chapter 11: Pete forgot.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    3. Re:The same reason that books still have chapters. by Anonymous Coward · · Score: 0

      I dunno, I've seen some pretty short levels. I was just playing one in Disgaea 2 last night. Level starts...walk forwards, pick up one monster, throw it at the others, they all blow up, level over. Total time: Five seconds.

    4. Re:The same reason that books still have chapters. by nuzak · · Score: 1

      Zuma Deluxe has an achievement for finishing a level in 5 seconds. It's ludicrously hard to get (my best time is still 9 seconds, for level 1-1 of course).

      --
      Done with slashdot, done with nerds, getting a life.
    5. Re:The same reason that books still have chapters. by edwdig · · Score: 1

      Two answers:

      1) Super Mario World, Star Road 3. Get to the normal exit by walking right one screen. Secret exit by going up one screen.

      2) WarioWare games - they're just a series of microgames, each approximately 5 seconds long

    6. Re:The same reason that books still have chapters. by 3.1415926535 · · Score: 1

      Quake Done Quick With a Vengeance beats the first level of episode 2 in a mere 7 seconds: http://qdq.planetquake.gamespy.com/qdqwav.txt

    7. Re:The same reason that books still have chapters. by irc.goatse.cx+troll · · Score: 1

      Portal level 14 in 4 seconds. Speed running counts if its a goal of the game, right?
      http://www.youtube.com/watch?v=e0iSYB7fubg

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  16. Levels provide separation by R15I23D05D14Y · · Score: 3, Insightful

    If the basic idea behind a game is a string of essentially separate puzzles, like in portal where each room is a new puzzle, then levels really enhance the gameplay by creating a sense of achievement. I'm thinking of a 2D version, I don't keep up to date on games and I vaguely remember there being several others that might be different.

    Levels can be new layers of interest and difficulty. An immersion game is more like a storyline - games with levels play more like a series of puzzles. Some groups of gamers really like puzzles.

    1. Re:Levels provide separation by freezingweasel · · Score: 1

      This seperation can be needed for some. Consider the difficulty of a point-and-click adventure game, broken into levels vs not. With the no levels game, a head scratcher is a LOT worse. This makes it easier because there's less square footage to roam over clicking randomly around for the as yet uncollected object, perhaps a pair of tweezers you didn't recogize was important for some obscure and vaguely sickening purpose.

  17. See Books, Albums, etc. by EMeta · · Score: 4, Interesting
    For the same reason books still have chapters and music albums still have tracks. Humans like pauses between though, time to digest and segregate before doing something different.

    Ever read a book without chapters? It's a pain. Likewise, can you imagine playing a Mario game where you were just running form the beginning to the end? that would be nuts. Sure, for some applications, continuous can be really interesting. But that's just not what is most natural to people, whether it's like the real world or not.

    1. Re:See Books, Albums, etc. by Ciggy · · Score: 1

      Ever read a book without chapters?
      Yes - most of Terry Pratchett's Discworld series of books have no chapters (as such...just an occasional "next level" line of asterix as the bottom of a page). It was actually useful in my previous job where I could get a few minutes to read the books at a time - having no chapters as such meant that it was actually easier to stop for the time I needed to work between breaks and to pick up again soon afterwards; though it also had the disadvantage that I could end up reading for hours right through a book in one go (instead of doing other needed things - like sleep).

      I must admit to not having played many recent games, but I do remember playing games of both styles. Level games had the advantage in that there was a definite break when the game could be stopped (and saved) and restarted easily at a later time, but with non-levelled games, restarting a game after a break would leave me disorientated for a few, sometimes vital, moments whilst I got back into where I was in the game. (At least with the books, I could easily refresh my memory by quickly skimming over the previous paragraph or two.)
      --

      A rose by any other name would smell as sweet;
      A chrysanthemum by any other name would be easier to spell
    2. Re:See Books, Albums, etc. by morari · · Score: 2, Interesting

      I think albums would do better without such harshly separated tracks. I much prefer long, seamlessly integrated concepts as opposed to a collection of tunes vying to become the one or two radio singles.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    3. Re:See Books, Albums, etc. by Engywuck · · Score: 1

      Ever read a book without chapters? It's a pain. Then you are no fan of discworld novels. If I can remember my complete collection correctly only 3 of now over 30 books have chapters... and PTerry isn't a writer that's unpopular, you might say :)
    4. Re:See Books, Albums, etc. by ScrewMaster · · Score: 1

      Indeed. And TV shows still have commercials ... okay, not the best example.

      --
      The higher the technology, the sharper that two-edged sword.
    5. Re:See Books, Albums, etc. by Anonymous Coward · · Score: 0

      Go get stoned and listen to some Pink Floyd, you hippie!

    6. Re:See Books, Albums, etc. by morari · · Score: 1

      While I wouldn't know about the band's effectiveness while under the influence of drugs, I am particularly fond of Animals. ;)

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    7. Re:See Books, Albums, etc. by crf00 · · Score: 1

      In classical music, there are some long pieces which last more than 15 minutes. However they are still been divided into several movements and may contain short pauses in between movements.

    8. Re:See Books, Albums, etc. by ZJVavrek · · Score: 1

      "Ever read a book without chapters?"

      Have you heard of Discworld?

    9. Re:See Books, Albums, etc. by 75th+Trombone · · Score: 2, Insightful

      It's not just that people like pauses, it's that we like payoff. We like to feel that we've finished something every once in a while before we finish the whole thing.

      There's much more to a chapter or level ending than a pause. There's a wrapping up of previous story/gameplay elements, and a feeling of beginning anew: a chance to compress all our experiences in the previous level down to just the important stuff and to expunge the tedious parts.

      In a way, like the people above have said, it has everything to do with loading new stuff into RAM and paging old stuff to disk. It's just not the computer's RAM or the computer's disk.

      --
      The United States of America: We do what we must because we can.
    10. Re:See Books, Albums, etc. by Anonymous Coward · · Score: 0

      Ever read a book without chapters? It's a pain.

      Millions of Discworld fans disagree.
    11. Re:See Books, Albums, etc. by kencf0618 · · Score: 1

      Alexander Sokurov's The Russian Ark (2002) was filmed in one take. Truly magnificent, but the cadence takes some getting used to...

    12. Re:See Books, Albums, etc. by JasterBobaMereel · · Score: 1

      Chapters in books, levels in games - there for the same reason ... Pause points.

      It's a place you can stop for a moment, and come back to You could stop halfway through a sentence in a book? Just as you could stop halfway through a battle? But it is awkward, and so you don't do it. If there really are no pauses in a game when can you save it and go and get on with your life, when do you eat, sleep etc... ?

      Saying that games with only one theme, one area, are generally boring, and games with only one difficulty setting do not exist, they would be insanely difficult (and no-one would play) or trivially easy (and no-one would play) so there *are* levels, they just have smooth transitions, that you hardly notice rather than distinct obvious levels

      --
      Puteulanus fenestra mortis
    13. Re:See Books, Albums, etc. by Anonymous Coward · · Score: 0

      Mmm... Going Postal, Making Money, what's the third?

    14. Re:See Books, Albums, etc. by Anonymous Coward · · Score: 0

      Haven't read the Discworld books, have you?

  18. Yawnfest by Anonymous Coward · · Score: 0, Funny

    I don't give -- what most Western Civilization scholars would term -- a flying fuck about this topic.

    (But I cared enough to share it with you, losers.) CHECKMATE.

  19. Half-life has Levels by Jthon · · Score: 2, Informative

    I have to point out that Half-Life has levels just like HL 2. It just depends on how modern a system you play it on. Since HL has such small levels/textures compared with a modern system the load time is minuscule.

    I remember waiting a minute or two to load levels on my old 166 MHz system with a Voodoo 1, and 32mb RAM back in the day.

    1. Re:Half-Life has levels by east+coast · · Score: 1

      Thanks for bringing this up. I was 98% sure it did as I always considered one of the best level names in any game was from Half Life 1 ("We have hostiles")

      --
      Dedicated Cthulhu Cultist since 4523 BC.
  20. Changes in pace? by Ynot_82 · · Score: 4, Insightful

    games have levels for the same reason books have chapters
    any substantial storyline has natural breaks and scenery changes contained within it

    what's the problem?

  21. Angband? Get T-O-M-E instead by Lord+Satri · · Score: 4, Insightful

    amateur (Angband)? Instead of Angband, try Tales/Troubles of Middle Earth instead (on wikipedia). Angband has been mostly frozen for years, while TOME, amongst the numerous Moria/Angband spinoffs, is the most advanced and active.
    1. Re:Angband? Get T-O-M-E instead by a.d.venturer · · Score: 1

      Really? I wasn't at all aware of that. It's not like I actively maintain an Angband variant... And I think you'll find Angband development has kicked off again, whereas ToME doesn't look in danger of releasing a beta quality release of ToME 3 for some time. But hey, the roguelike community is small enough we shouldn't be kicking each other in the shins.

    2. Re:Angband? Get T-O-M-E instead by Lord+Satri · · Score: 1

      Hi, nice to find another cringing from light fellow. I admit I'm not aware of everything that goes on with the variants. But even if Vanilla "kicked off again", it has no major release since May 2002. As for your Unangband variant, never tried it or heard of it (I'm no reference here, just a man who used to love Moria/Angband, maybe I'm the one on the side of the track not knowing about your variant... :-). ToME is doublessly more advanced than Angband, that's why I was "redirecting" potential new players to a "modern" variant instead of the old Vanilla :-)

    3. Re:Angband? Get T-O-M-E instead by a.d.venturer · · Score: 1

      For modern Angband variants (in addition to T-o-M-E), I'd recommend Sangband (aka Skills Angband) as best of breed out there, for someone looking to get back into things.

    4. Re:Angband? Get T-O-M-E instead by Nimey · · Score: 1

      I'd recommend NPP (No Pet Peeves) Angband at http://members.cox.net/nppangband/

      It's like Vanilla Angband but with additions like quests and some removed annoyances. Really a lot better, IMO.

      --
      Hail Eris, full of mischief...

      E pluribus sanguinem
    5. Re:Angband? Get T-O-M-E instead by Anonymous Coward · · Score: 0

      I was surprised to see Angband mentioned at all, it seems so out-of-left field. It's also a terrible example for this story, as like most Roguelikes it's feet are planted firmy in the 80's. Of course it stil has levels, it's not a 21st century game..!

      That said I would never recomment TOME to a newcomer to the "scene", while it's fun it's quirky, buggy and all over the place. It's about as far from "balanced" as a game can get. Meanwhile Angband, while "frozen", has been a very solid game for quite some time, easy to pick up with a tough but intuitive learning curve. That's not to say TOME isn't a blast to play, but part of that fun depends on the player having prior knowledge of Angband-style games.

    6. Re:Angband? Get T-O-M-E instead by k8to · · Score: 2, Insightful

      And angband is balanced and fun, and TOME is an arbitrary collection of pain.

      If you like pain (the colored text kind) and poor game balance, by all means, play TOME!

      --
      -josh
    7. Re:Angband? Get T-O-M-E instead by WestCoastJTF · · Score: 1

      Or NetHack, of course...

      --
      JTF: In your heart, you know we're right.
  22. Because content size scales with storage capacity. by ZombieRoboNinja · · Score: 2, Insightful

    Yeah, a modern computer could load up every single level of Doom or Super Mario Brothers at once and string them together... but strangely enough, game designers have actually scaled up the detail of their games as computing power has improved.

    It's a pretty tough tradeoff, I imagine. Take Half-Life 2. They probably could have more-or-less eliminated load times by scaling down level detail a bit and loading on-the-fly like Oblivion... but would that make it a better game? Apparently Valve thinks we'd rather wait 20 seconds every 15 minutes that have a "seamless" but lower-detail gaming experience.

    If we're talking about non-technical reasons for levels (like the different "chapters" in HL2, which didn't change every time a "loading" screen came up), well, games are (ideally) 20+ hours long. You don't expect people to actually play them straight through, so it makes sense to have breaks and intermissions in the narrative, the exact same way almost every novel is broken into chapters.

  23. Why do movies still have cuts? by Have+Blue · · Score: 2, Interesting

    Why isn't everything filmed in one continuous take, like Children of Men or that X-Files episode? There are even some movies that let time pass during cuts. 24 obviously perfected pacing and editing, why isn't everyone doing that?

    1. Re:Why do movies still have cuts? by Danny+Rathjens · · Score: 2

      heh, I was just telling a co-worker about Russian Ark, a movie shot in one continuous shot. :) http://www.imdb.com/title/tt0318034/

    2. Re:Why do movies still have cuts? by skeeto · · Score: 2, Interesting

      Hitchcock's Rope appears to be one single long continuous shot. There actually are a couple cuts, which you can spot if you look for them. They are carefully hidden by clever camera movements. But, to the audience, it appears as a single shot with one scene.

      In fact, this movie is based on a play that isn't broken into scenes either. (Maybe it is a metaphor for the name "Rope"?)

      Anyway, one continuous scene like that can be exhausting to watch. I am glad that this isn't common.

    3. Re:Why do movies still have cuts? by morari · · Score: 1

      I was about to mention such, but saw that you already had. However, I wouldn't think that Rope itself is exhausting to watch. For the most part, I don't think that it is even too noticeably different unless you go into it expecting as much. Of course, given a different plot, one continuous scene may become tiresome. That said, I do think Rope is one of Hitchcock's best and is certainly personal favorite of mine. I'd recommend it to anyone, whether as a study in technique or just for the enjoyable characters and their interaction.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    4. Re:Why do movies still have cuts? by mindsuck · · Score: 1

      Actually, there are more than a couple of cuts. There are 9 cuts. (the length of a reel of film at the time was around 10 minutes)

      Still, it was quite a technical feat at the time and it was very carefully cut (cuts take place at moments when the camera is zooming into an object or panning across it) to make it look like it was a single shot like the Parent said.

      More info at Wikipedia.

      --
      --- I w00t, therefore I'm l33t.
  24. The mentioned games DO have levels by Anonymous Coward · · Score: 0

    If I recall correctly from God of War, Grand Theft Auto and Shadow of the Colossus, every now and then you'd have a cutscene, after which your objectives would change, then you'd complete your task and have another cutscene and new objectives. So how do these games not have levels? Is the objection to having a screen displaying the level number before the cutscene? The difference between having levels and not having them seems fairly superficial.

    1. Re:The mentioned games DO have levels by xouumalperxe · · Score: 1

      I can talk of Grand Theft Auto, which I know (haven't played either of the other two). While cutscenes are still pretty annoying, they're not level divisions. Those cutscenes usually either present you with a job or debrief you from one. The actual game world is open-ended, and you can potentially stack a number of jobs before you complete any of them. The actual game world isn't divided into rigid levels, it just has static cutscenes that happen in a game world that's already (partially) loaded.

    2. Re:The mentioned games DO have levels by Anonymous Coward · · Score: 1, Insightful

      jobs are levels though, only done out of order, they just happen to occur in the same environment. it's not that much different from quests in an rpg where several objectives are available at once in a semi open world (many optional). there's a sandbox aside from that but you don't get anywhere messing around in it

  25. Some of the best games also have levels... by 7Prime · · Score: 4, Interesting

    No matter what you do, you have to have some kind of organizational system to a game. Be it "levels" or "zones" or "areas". All of the "non-level" games you mentioned simply use litterary and organizational devices that superficially hide the level structure. Metroid, for instance, has enclosed locals, which usually are accessed via elevators or (herectical) drop points. Shadow of the Colossus has different Colossi which are defeated in order. These are levels, they provide the same super-structure, they are just better hidden. But some games thrive off of much more obvious hierarchical organization. The Mario series, for instance, has always done wonderfully with levels, and (in the 3D era), missions within these levels.

    You are basically complaining about superficial differences in game progression. Traditional, levels-based gameplay can be made to be completed in a non-linear fashion, with minimal loading time, and freedom of movement (see Super Mario Galaxy for a recent, and rediculously good example). Where-as less defined organization (like some of the games you mentioned) can be very strictly linear, and have terrible load times. This is more a result of the programming and overall design, not whether a game has levels or not.

    There are great usages of level-based design, and terrible ones. It's about as helpful as saying, "why, after all these years, are there still FPSs?" as if one genre of game is inherently inferior.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:Some of the best games also have levels... by moloko_synthemesc · · Score: 1

      Naughty Dog, "borrowing" a page from Shiny, utilized streaming with Jak & Daxter. Shiny did it many years earlier in MDK.

      I don't mind having to sit through some sort of trickery or misdirection while levels load, it sure beats how things used to be. What gets me is the number of other developers who still haven't even bothered to "borrow", much less create their own uniques ways to get us to become oblivious as to what's happening behind the scenes, to keep from yanking us out of the game we're trying to play.

      More relevant to my way of thinking in regard to practices that need to cease to exist is the illogical console save system (a.k.a. NONE, or WHEN WE WANT YOU TO). Everything out there now, handhelds included, should be able to make quick saves and loads, anywhere you want. Why do console devs make such foolish decisions? Another example: no mouse and keyboard support for home consoles, even for hardware with those exact connections right there on the front. A handful of devs have gotten all these things right, so it's not as if it's some insurmountable task.

    2. Re:Some of the best games also have levels... by 7Prime · · Score: 1

      Quicksaves should be standard on all games that don't have "save anywhere", I agree. However, there's definite gameplay reasons why some games don't have "Save Anywhere". It has NOTHING to do with memory problems (maybe at one point, pre-Playstation, it did), but allowing the user to save anywhere, at a whim, radically alters gameplay mechanics in ways that the creators don't want. Save points offer some kind of benchmark to strive towards, in many games, they prevent against "inchworming" techniques that can inadvertantly make games feel tedious and less exciting (even though we feel compelled to use them anyway).

      But having the ability to save anywhere so that you can shut down the system... that should be standard on everything, but there are many good reasons for not having "Save Anywhere" type systems. I find myself missing the good old save point in games like Mass Effect and Bioshock. Although I wanted to kick in my TV when Blue Dragon didn't offer any kind of quicksave. So, yeah, the GBA-style "Quicksave", along with a traditional "Save Point" system, feels like the best for me, for most games, anyway.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  26. Why do Books Have Chapters? by InfinityWpi · · Score: 4, Funny

    I mean, seriously, I can understand that books had chapters back when they had to hand-set every letter in a printing press and had to have some way of designating where to stop printing and bind the pages into a book, but we have things called 'printers' nowadays that can handle collation, printing, etc, much faster and more reliably. Why the heck do books need chapters? Personally, I enjoy books that go n and on and on and don't give me any indication that I've moved on to the next significant chunk of the storyline; it makes saving my progress with a bookmark so much more fun when I don't know if I'm past the good stuff or not yet...

    1. Re:Why do Books Have Chapters? by Aleksej · · Score: 1

      See point 6 of the article: "Player constraints". IMO, it is easier to stop and resume at a clear point, than from the middle of a random sentence that just happened to be split at the page or the line that you have bookmarked.

    2. Re:Why do Books Have Chapters? by Anonymous Coward · · Score: 0

      It's hard to switch points of view or pass any significant amount of time inbetween paragraphs.

      Unless you're William S Burroughs, but he literally cut up the pages to do it.

    3. Re:Why do Books Have Chapters? by camperdave · · Score: 1

      I can understand that books had chapters back when they had to hand-set every letter in a printing press and had to have some way of designating where to stop printing and bind the pages into a book...

      That was never the reason for chapters, and there is always a dis-synchronization between chapters, and the signatures (bundles of pages) that make up a book. Don't forget, we've been making books for a lot longer than we've had the printing press.

      Chapters are natural divisions in the story telling process. Usually they denote a change of focus, eg furthering the tale of one set of characters, while the tale of another set of characters is put on hold. They can also indicate the passage of time, or they could indicate a flashback, or what have you. It has nothing to do with the printing process.

      --
      When our name is on the back of your car, we're behind you all the way!
    4. Re:Why do books have chapters? by maxwell+demon · · Score: 1

      Why shouldn't books be endless blobs of paragraph after paragraph after paragraph? Paragraphs? Why that? Indeed, why should you even have line breaks? After all, the concept of lines comes from the old limitation of book pages. Nowadays with computer screens you could write your text simply in a single, horizontally scrolled line. Lines and paragraphs are anachronisms!
      --
      The Tao of math: The numbers you can count are not the real numbers.
    5. Re:Why do Books Have Chapters? by DeadChobi · · Score: 1

      Whydoweneedspacesinbetweenwordseven?
      The lameness filter ruined my joke. If you couldn't read the above sentence, it's for the same reason that I can't read a book without chapters. Because the text just goes on and on and on and on without any space that says "Hey, stop reading! Think about what just happened!" Look at the last part. Did I say "even," or "seven?" How do I know when a meaningful element of the string of letters has just passed? How do I know when a meaningful element of the story has just passed?

      --
      SRSLY.
    6. Re:Why do Books Have Chapters? by dkf · · Score: 1

      Some books don't have chapters. Some go really easy on the paragraphs too. But each of those literary devices makes the overall work far harder to read; breaking stuff up into chunks makes it easier for humans to digest. Small wonder that that's true for games too (though too many games are too obnoxious with their loading and/or make it happen too often).

      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    7. Re:Why do Books Have Chapters? by noidentity · · Score: 1

      Why even have paragraphs? Or for that matter,whyhavespacesatallorevenpunctuationImean whatstheproblemwiththingsallrunningtogetherintoone

      (lameness filter required insertion of a space... so that's the reason we need spaces!)

  27. Discussing blog issues by js92647 · · Score: 0

    is the new fad.

    Welcome to Digg guys, watch your step and make sure you say hi to the mac fanbois on your way in. /s

    Honestly why the fuck are you dissecting a shitty blog piece? As the tag says "why do books still have chapters?" Sometimes chapters are a Good Thing, and this fucking blog is trolling it around.

    But hey, since we're on Digg, I guess discussing blogs is A-OK.

  28. God of War II doesn't have levels? by Uberdog · · Score: 1

    Then why are there nine people listed as Level Designers? It's been a few months since I played through, but I'm pretty sure there were loading screens between the levels.

    1. Re:God of War II doesn't have levels? by Hamilton+Lovecraft · · Score: 1

      Very few loading screens, actually. But OP is whining about having to wait a few seconds for his game to continue because he's no better than a rat addicted to cocaine hitting a lever over and over, not complaining about the division of the narrative structure of the game.

      --
      step 3: god dammit, it doesn't work
  29. bragging rights by juan2074 · · Score: 1

    So you can tell people how good you are at the game.

    It used to be point total, back in the days of pinball and Pitfall.

  30. Answering with another question: by Pendersempai · · Score: 1

    Why do books have chapters?

  31. Re:Because content size scales with storage capaci by MBCook · · Score: 1

    My understanding is that it was a technical challenge (as you mention). Due to hardware advances, it's no longer a problem. When the game was ported to the 360 they developed a way to stream the levels, avoiding that problem. They have not released that as an update to HL2, but I thought they used it somewhere (HL2:E2?). Maybe they didn't. Now that systems have enough RAM to hold both level bits, they can do this. They didn't think they could when HL2 came out.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  32. Simple reason by rossz · · Score: 4, Insightful

    Levels give those of us who can't play 24x7 some short term goals. Reaching the next level is a basic goal you can use as a time marker when you have other things to do, but need a little down time.

    --
    -- Will program for bandwidth
    1. Re:Simple reason by jamesh · · Score: 2, Insightful

      That cuts both ways though. How many times have you played "just one more" level of a game or read "just one more" chapter in a book?

    2. Re:Simple reason by rossz · · Score: 2, Insightful

      Just last night I kept reading "just one more chapter." It was 1am when I finally turned off the light. Getting up this morning was not pleasant. I hate when I do that.

      --
      -- Will program for bandwidth
    3. Re:Simple reason by Martian_Kyo · · Score: 1

      so true.

      However I would also like to say, that games without levels, aren't exactly a revelation of the modern gaming, they have been around as long as ....games.

      Games without levels were called ....adventures..... simple text driven adventures never had levels. Most rpgs had no levels characters had levels but usually stories didn't.

      Let's not confuse loading screens and levels.

  33. GTA by DragonWriter · · Score: 3, Insightful

    ...the Grand Theft Auto series...


    Has some "open" play, but also set scenarios which must be completed in order (and reset if/when you fail). Which, to me, is a clear variant of classic level-based play.

    Such level-based content is easier to design and implement than completely emergent, open gameplay that is as interesting (the first time through, at least) and detailed.
    1. Re:GTA by Anonymous Coward · · Score: 0

      I think the problem lies in defining levels. If you want to define levels as "oh hey, this place is different than the place I was before", then enjoy your twisty passages, all alike.

      My personal definition of "level" (which is completely separate from plot, location, scenario, etc) is "oh hey, I'm now in a completely different environment and have no way of going back to explore/get something I missed/level up/etc." And these usually suck, unless its a shoot-em-up and I need to blink or my eyes will fall out.

  34. Because it works by 91degrees · · Score: 2, Insightful

    The level structure is still a perfectly valid mechanism for a game. It provides the player with clear objectives and motivation and allows for variety within the game (e.g. level 1 = streets, level 2 = building, level 3 = chase baddies to the north pole).

    The fact that other games have developed alterantive methods of providing structure doesn't mean that existing methods have been surpassed. Linear Movie plots are still being written even after Pulp fiction. heterosexual romance plots are still being written after Brokeback Mountain.

  35. Well on computers at least by Sycraft-fu · · Score: 2, Informative

    This just isn't a problem. RAM is plentiful, and you can stream from disk as needed. World of Warcraft is a good example of this. You can fly from one end of a continent to another and there's never a pause for a level switch, the game grabs the data as it is needed (it only does a loading thing if you teleport). In a lot of games this is feasible. You just set up your engine so it loads data as it is needed or may be needed, and discard it as it is not. You move away from the idea of having to have every texture, object, etc in a given "level" loaded. Rather only things that are around the player are loaded. If you system is good for making sure that enough is loaded so that wherever the player goes the data is ready, it is quite workable.

    1. Re:Well on computers at least by Hamilton+Lovecraft · · Score: 5, Funny

      As a game programmer who is currently having to deal with the complexity of memory management in a streaming open-world environment, I'd like to say shut up, I hate you. Or to put it a little more politely, once you take away the known-memory state checkpoints that you reach between levels, you start having to worry about fragmentation of memory, so you start instituting fixed-size memory "slots" for assets, which deals with the fragmentation problem, but then you sometimes aren't optimally using memory, and then the designers start wanting things to follow you through the world, or allowing you to carry things back and forth through the world, so you have to manage memory outside of the slot system as well as within it, so you have the fragmentation problem again, and then you have to sneak into the designer's house late at night and stab him to death with an icicle.

      --
      step 3: god dammit, it doesn't work
    2. Re:Well on computers at least by Anonymous Coward · · Score: 0

      Have you considered using relocatable handles to your in-memory assets rather than a slot system? Handles allow you to compact memory to eliminate fragmentation and it sounds like just the sort of thing you could use.

    3. Re:Well on computers at least by seaturnip · · Score: 1

      Aside from the up-front cost of defragmenting (you'll probably get a brief hiccup when you do it), unless your algorithm guarantees optimal packing that still leaves you with a lot of unpredictability. If some obscure sequence of allocations, deallocations, and defragmentations results in a peak memory usage above the total RAM of the game console, the game crashes.

    4. Re:Well on computers at least by Anonymous Coward · · Score: 5, Funny

      and then the designers start wanting things to follow you through the world, or allowing you to carry things back and forth through the world, so you have to manage memory outside of the slot system as well as within it, so you have the fragmentation problem again, and then you have to sneak into the designer's house late at night and stab him to death with an icicle.

      Did you have to get the icicle from your house, or his?

    5. Re:Well on computers at least by geekoid · · Score: 0, Flamebait

      Yeah, right.
      Moron.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    6. Re:Well on computers at least by Cornflake917 · · Score: 2, Informative

      If you system is good for making sure that enough is loaded so that wherever the player goes the data is ready, it is quite workable. It's workable, but from a company's standpoint, is it really worth coming up with the schemes for loading data dynamically (which will probably be more complicated then just having predefined sets of memory loaded at certain points)? I think it's rare that people will refuse to play a game on the sole fact that the levels take 10-20 seconds to load. Now getting towards a minute and upwards, (like the battlefield series) companies may start getting in to problems.

      As stated earlier, I think it depends on the type of game. MMO's like WoW greatly benefit from seamless travel, because they want an immersing experience to keep their subscribers addicted. Racing games won't see much of a benefit because I don't think players really care what happens in between the races, they just want to race.

    7. Re:Well on computers at least by n+dot+l · · Score: 2, Interesting

      Have you considered using relocatable handles to your in-memory assets rather than a slot system? Handles allow you to compact memory to eliminate fragmentation and it sounds like just the sort of thing you could use. That's not usually an option. Most games embed some sort of middleware like physics or scripting engines which account for a huge amount of fragmentation. I've heard stories about projects where the fragmentation caused by the script runtime alone was orders of magnitude greater than that caused by the rest of the engine (and it's damn near impossible to train designers to write script that doesn't create thousands of temporary objects). Usually fragmentation in those components is dealt with by giving them a private heap that's written to deal with their specific allocation patterns, which is as simple as replacing their calls to malloc/free (or new/delete). Rewriting these components to use relocatable memory is another matter altogether, and is hardly ever feasible.

      Besides that you have the overhead of constantly locking/unlocking the handle to get at the actual pointer. And the odd stutter whenever you have to compact memory (which is completely unacceptable in certain game types - platformers for example are extremely frustrating if they stutter in the middle of some precisely timed maneuver).

      And on top of that you often have to deal with multi-threaded systems where the locking/unlocking mechanism gets really interesting, and expensive - and forces you to attach some extra "locked" bits to each allocation. On top of this, if the compactor has to deal with locked memory blocks, then you either have to control what can be locked and when at a very fine level, or you essentially re-introduce the fragmentation problem. Fixed addresses mean you only have to ensure that other threads don't free some data that's still in use which is much easier to deal with.
    8. Re:Well on computers at least by porpnorber · · Score: 4, Interesting

      ...So this all summarises as "we didn't write the engine, so what can we do"?

    9. Re:Well on computers at least by Chris+Mattern · · Score: 5, Funny

      Did you have to get the icicle from your house, or his?


      Actually, you have to get the icicle from an ice gnome. But the gnome doesn't want to give to you, so you have to get the sleeping herb to put him to sleep to get it. But the apothecary that sells the herb only takes Borgrovians Drikkits for payment. So you have to travel to Borgrovia and..

      Chris Mattern
    10. Re:Well on computers at least by n+dot+l · · Score: 2, Insightful

      More like "we didn't have an unlimited amount of time and money with which to write the engine, so what can we do?"

      But I'm going to stop writing now since this heading into off-topic territory.

    11. Re:Well on computers at least by porpnorber · · Score: 1

      More like "we didn't have an unlimited amount of time and money with which to write the engine, so what can we do?"

      I find this interesting, because it has been my impression of the modern games industry that the resources available are uncanny. Unless artists are an order of magnitude more productive than I imagine, then it seems to me that the execution engines could be quite sophisticated with that order of effort. But, well, perhaps they are.

      But I'm going to stop writing now since this heading into off-topic territory.

      If you say so. But in fact, perhaps you've just given the true answer to the original question.

    12. Re:Well on computers at least by rlbond86 · · Score: 1

      I'd rather get it from an ice KDE.

    13. Re:Well on computers at least by Anonymous Coward · · Score: 0

      i hear a good AI can spin military grade ICE.

    14. Re:Well on computers at least by SanityInAnarchy · · Score: 1

      we didn't have an unlimited amount of time and money with which to write the engine, so what can we do?

      Develop and/or adopt a standard engine that supports doing things the right way.

      --
      Don't thank God, thank a doctor!
    15. Re:Well on computers at least by SanityInAnarchy · · Score: 1

      I've heard stories about projects where the fragmentation caused by the script runtime alone was orders of magnitude greater than that caused by the rest of the engine

      There are a number of LGPL and BSD-licensed physics and scripting engines out there now. Do all of them have this problem?

      And the odd stutter whenever you have to compact memory

      Is it infeasible to do this in smaller steps, such that you can guarantee each step fits inside a single tick of the game? (Usually a frame)

      And wouldn't that solve the locking issue, also? (Wait on what you need for this step to be unlocked, move it as soon as it is.)

      --
      Don't thank God, thank a doctor!
    16. Re:Well on computers at least by mdarksbane · · Score: 1

      It's entirely possible on modern (or even nearly modern) hardware to have a game that streams everything constantly and never has to load a new level.

      It's also HARD.

      Not in a "I'm being a lazy game programmer and don't want to do it" sort of way, but in a "I'd rather spend the several months of man-hours that it would take doing something that gamers will care about more" sort of way.

      Every feature you add is a trade off, and making a dynamically paging system that can constantly stream in gigabytes of texture memory, models, etc. is going to be taking the place of some big features. I know, I wrote one.

    17. Re:Well on computers at least by Schmodus · · Score: 1

      I don't completely believe fragmentation would be that much of an issue. Could it?? I see your point when discussing a massively multiplayer open-world game, but most games aren't tackling the MMORPG genre.

      Most levels are design linearly to a degree that there is a beginning and an end. If you allocate based on the spacial position of the artifacts being loaded, then you can pretty much guarantee that fragmentation can be avoided.

    18. Re:Well on computers at least by Hamilton+Lovecraft · · Score: 1

      If you can defragment at all; most game engine resource managers don't have the ability to relocate loaded resources without unloading and reloading a load unit.

      --
      step 3: god dammit, it doesn't work
    19. Re:Well on computers at least by Hamilton+Lovecraft · · Score: 1

      I don't completely believe fragmentation would be that much of an issue. Could it? Yes, it could. Next question? If you allocate based on the spacial position of the artifacts being loaded, then you can pretty much guarantee that fragmentation can be avoided. Interesting idea -- you'd to take the entire resource arena as a circular buffer, and do rolling loads through it, in effect. Yeah, that could actually work if the game was perfectly linear (and set us up for the next Slashdot post, "Why Are Games So Linear?", in the comments of which some clever slashdotter will explain how easy it is to do a nonlinear game by merely loading whatever's near the player whichever direction the player goes, and I hate you all).

      --
      step 3: god dammit, it doesn't work
    20. Re:Well on computers at least by Hamilton+Lovecraft · · Score: 1

      t has been my impression of the modern games industry that the resources available are uncanny ... it seems to me that the execution engines could be quite sophisticated with that order of effort.

      *sob*

      --
      step 3: god dammit, it doesn't work
    21. Re:Well on computers at least by Hamilton+Lovecraft · · Score: 1

      Actually, memory management for third party libraries is mostly a tractable problem now -- the good ones have memory allocation hooks, so you can give them small private memory arenas that won't create fragmentation in other memory spaces. But that's more engine complexity for you.

      --
      step 3: god dammit, it doesn't work
    22. Re:Well on computers at least by Hamilton+Lovecraft · · Score: 1

      I myself have never stabbed a designer with an icicle, and my lawyer resents the implication.

      --
      step 3: god dammit, it doesn't work
    23. Re:Well on computers at least by WK2 · · Score: 1

      World of Warcraft is a good example of this. You can fly from one end of a continent to another and there's never a pause for a level switch

      Are we playing the same game? When I fly somewhere in WOW, there is about a 1 min pause. Sure, it is an animated pause, and was interesting the first few times, but watching a gryphon fly for a minute is clearly a pause.

      it only does a loading thing if you teleport

      Yeah. Because an animation for that would have looked cheap. Teleporting is supposed to be fast.

      --
      Write your own Choose Your Own Adventure. http://www.freegameengines.org/gamebook-engine/
    24. Re:Well on computers at least by Anonymous Coward · · Score: 0

      I don't remember. :'-(

    25. Re:Well on computers at least by LarsWestergren · · Score: 1

      but then you sometimes aren't optimally using memory, and then the designers start wanting things to follow you through the world, or allowing you to carry things back and forth through the world, so you have to manage memory outside of the slot system as well as within it,

      Ahh, so something like that might be why characters following you in Oblivion sometimes got stuck on invisible borders - for instance the female ogre paladin outside the southern city who stopped a certain radius away from the bandit camp on the opposite shore that she was supposed to clear?

      --

      Being bitter is drinking poison and hoping someone else will die

    26. Re:Well on computers at least by Anonymous Coward · · Score: 0

      In WoW, you get loading screens when entering instances, changing between continents, or any kind of teleporting.

      Additionally, WoW is graphically fairly simplistic compared to more recent games.

      And still it recently seems to be "behind" in loading quite often - especially when teleporting, you, and characters around you, are often invisible for something like 10 seconds (this didn't happen to this extent before).

      You do realize that most games already do both (like WoW, but they usually don't allow for anomalies like invisible characters) - they both have defined data sets that are loaded via wait screens and they dynamically load more data?

    27. Re:Well on computers at least by demallien2 · · Score: 1

      Actually, you have to get it from your house - but make sure you climb up a really high triangle in mid-route to refreeze it, otherwise it'll melt and slip from your grasp, smashing into many pieces :-(

    28. Re:Well on computers at least by hasdikarlsam · · Score: 1

      So what's stopping you from using an incremental, parallel GC and skipping the entire issue?

      You could even combine that with aging out old assets. If it hasn't been touched in a while, drop it (and handle the sigsegv if something unexpectedly reads it), then all you have to do is get reasonable preloading in. It's not rocket science.

    29. Re:Well on computers at least by Schmodus · · Score: 1

      Heh touche :D Maybe Carmack has a good strategy for all of this coming out in Rage.

    30. Re:Well on computers at least by Ex-MislTech · · Score: 1

      One of the methods used by some Gfx coders is a sliding window, similar
      to the way the sliding window protocol works in networking:

      http://en.wikipedia.org/wiki/Sliding_window

      If you load a moving box around the character as the character moves,
      it can make it a bit more manageable.

      --
      google "32 trillion offshore needs IRS attention"
    31. Re:Well on computers at least by tepples · · Score: 1

      There are a number of LGPL and BSD-licensed physics and scripting engines out there now. Do all of them have this problem? I don't know about BSD, but LGPLv3 software does not run too easily on video game consoles because the console makers are unwilling to allow video game publishers to provide the required Installation Information.
    32. Re:Well on computers at least by PhoenixOne · · Score: 1

      Since we're mostly talking about memory in this thread, lets look at some numbers. The PS3 has 256MB main memory (plus 256 for video). The XBox360 has 512MB total memory (you have to share this with the graphics, sound, etc.). The Wii has 64MB main memory (plus 24MB for video).

      The PC can go higher but, even so, the min spec for HL2 is 256MB (shared with the OS), WoW requires 512MB, and Crysis, the top-of-the-line AAA title, requires 1GB.

      Compare these numbers to a standard web server or, since Sony promised real time "Toy Story" graphics in the PS2, Pixar's render farm (which had something like 2 terabytes last time I checked).

      Uncanny isn't it? ;)

      --
      Spell cheek you've failed me four the last thyme!
    33. Re:Well on computers at least by porpnorber · · Score: 1

      Yeah. Especially when I remember all the effort I had to go to to shoehorn Nethack into the 640k PC footprint.... ;)

      I do get your point, even though it's also clear that memory efficiency is not the matter of pride among programmers that it used to be in the Dark Ages.

    34. Re:Well on computers at least by Anonymous Coward · · Score: 0

      The Wii has 64MB main memory (plus 24MB for video).

      Not quite. Both the 24Mb and 64Mb blocks are main memory. Both are shared with the GPU in a somewhat complicated manner, with some things the GPU reads out of the 24Mb block and some things it reads out of the 64Mb block. This somewhat odd arrangement is due to the Wii's descending from the GameCube (the GameCube had 24Mb main memory).

    35. Re:Well on computers at least by PhoenixOne · · Score: 1

      I was trying to make it simple. ;)

      --
      Spell cheek you've failed me four the last thyme!
  36. Re: TFA is a defense of why we still have levels by Anonymous Coward · · Score: 0

    If you RTFA, you'll see that it's not whining and asking why we still have levels. Rather, it's a (poorly written) defense on why levels are still a good idea.

    N.b. I don't mean to pick on the parent, but it does seem to assume the title was a question, and it answers the question with one already given in TFA.

  37. Because they're GAMES by Sciros · · Score: 5, Insightful

    Sheesh what a douchebag. Games do not have to reflect the structure of the real world to be enjoyable. That's why there's board games, puzzles, sports, etc. If a design is fun then it's fun. It works. End of story. Games might have levels in order to provide the player with a series of challenges that aren't intertwined. If there isn't a reason for seamless transition from one "chunk" of gameplay to another then why expect one? A boatload of games have "levels" and they make perfect sense even if the game mirrors real life. Do you want to go on James Bond missions one after another or do you want to also play through his day-to-day dilly-dallying in Britain when he's off duty in the meantime? For sure the latter is more 'realistic' and may be more 'seamless' but there's no sense in saying it will for sure be more fun.

    Basically this guy decided to criticize a gameplay setup without giving any thought to why it's there in the first place. Some games don't need it, sure -- take Oblivion for instance. But to say that games "shouldn't have levels" is to say every game should be like this other game (or games) and to hell with all other designs regardless of how they affect the actual play.

    That bit where he claims cutscenes are anathema to gameplay is also rich. They work wonderfully in some games and not in others. To say that in every game ever released from here on out the interaction should be constant with no exposition or story progression told through non-interactive segments is assinine and privileges any pressing of buttons over simply enjoying visual media, which is nonsense. In other words, sometimes it's a better idea to tell something through film than it is through "gameplay." It simply takes a good game designer to know when that time is.

    Seriously, all of this cutscene and "levels" criticism is ridiculous. Is Metroid Prime hands-down the best fucking game ever made or something? Is it the design we all want for every game? Hell no! We want it for *some* games.

    It would be just as retarded, BUT NO MORE SO, to say that EVERY game should have cutscenes or should have its gameplay divided into "levels."

    --
    I like basketball!!1!
    1. Re:Because they're GAMES by a.d.venturer · · Score: 1

      "Basically this guy decided to criticize a gameplay setup without giving any thought to why it's there in the first place."

      I'm arguing for the existence of levels, not against. I apologise for not making it clear enough in the summary - I guess I expected more people to read the fine article. However, I'm setting out the reasons why the existence of levels in order to load additional parts of the game is no longer a requirement, and perhaps theming, pacing, narrative, learning curve and reward are much better reasons for the level structure (I missed out reward, and I'm kicking myself for not thinking of when I first wrote the article - ironically, there's a great review of Supreme Commander on Eurogamer at the moment arguing one of the frustrating issues in that gave is the reward for 'finishing a level' in that game is to expand the play area and make it harder).

      A book has chapters and a movie has scenes because these are both (mostly) narrative mediums. A counter example of books without chapters which venture closer to the game space is the Fighting Fantasy series, where the chapter mechanism is thrown away in favour of the 'choose your own' mechanic. Similarly, cross-cutting two scenes in film is a way of mixing up the narrative structure. I would be interested to know if there are any Momento-like games out there.

      A game has levels for - well, narrative is certainly a reason, but not the only one.

    2. Re:Because they're GAMES by Anonymous Coward · · Score: 0

      Whoa calm down there buddy!

      The guy asked a legit question. Remember, there are no stupid questions. Just stupid people asking questions.

      Or in the case of the poster, really really stupid.

    3. Re:Because they're GAMES by Anonymous Coward · · Score: 0

      From what I understand of James Bond's offtime, I'd much prefer to play a video game of him relaxing with his latest babe...

    4. Re:Because they're GAMES by Michael+Woodhams · · Score: 1

      Boy, you whacked him good and hard. That's one straw man that ain't walking away.

      --
      Quattuor res in hoc mundo sanctae sunt: libri, liberi, libertas et liberalitas.
    5. Re:Because they're GAMES by crashfrog · · Score: 1

      Sheesh what a douchebag.

      No, it's a reasonable question. While it's true that not every story needs to happen in real-time - imagine how much different a movie Raiders of the Lost Ark would be if it was 2 days of Harrison Ford looking out the window of a train - that doesn't have anything to do with the game being divided into levels. That is, discreet game files that have to be loaded, individually, during gameplay.

      Somehow I can fly from the top of one continent to the bottom in World of Warcraft without triggering a loading screen, but traveling to a different neighborhood in City of Heroes triggers 45 seconds of loading. WTF?

      Sure, sometimes I need to be taken out of the action for justifiable story reasons, but is that what we're talking about here? Or are we talking about being taken out of the game because of technical shortcomings that, honestly, shouldn't be issues in 2007? There's every reason to question that in an age of PC's with 4 gig of memory.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    6. Re:Because they're GAMES by Anonymous Coward · · Score: 0

      Sheesh what a douchebag.

      Sure, sometimes I need to be taken out of the action for justifiable story reasons, but is that what we're talking about here? Or are we talking about being taken out of the game because of technical shortcomings that, honestly, shouldn't be issues in 2007? There's every reason to question that in an age of PC's with 4 gig of memory.


      OMG, if you are not a professional software engineer, have the sense to SHUT UP.

      I recognize that slashdot has a pretty technically savy readership, but I would like to have thought that realized that, yes, loading on the fly is a wonderful new idea... from over 20 years ago. As in, the Atari 2600 days. Pitfall Harry jumps over to screen X and you perform a bank swap in memory. Wow! It went seamlessly from one part to the next! Professionals are paid to keep up with things like, 'load data when needed.' They already thought of that.

      Yes, some games have a small enough memory / area rate that you can seamlessly travel from place to place at the maximum speed of your character. This is by no means every game, or even most, and the memory consumption is directly related to the complexity and resolution of what it is that you're trying to do with each area a player might tranverse. More complicated graphics = more memory needed.

      Why does WOW not have large level loads? Because the game uses very little memory. The minimum sysreqs are a Pentium 3 800, with a 32mb vram ap. It's the lowest common denominator... and consequently, using such little vram, it looks like dog shit compared to a modern FPS. Those modern FPSes load up those pesky levels with more graphical data in one level than WOW has in its entire install. And guess what? They have all sorts of eye candy not found in WOW and other games made to run on 7 year old machines.

      Furthermore, if you think that the 4GB in your box is in any way meaningful, again SHUT UP you are clueless. Anyone that developes games that use 4GB of memory goes out of business in very short order since most of your customer base is not at 4GB yet, and due to restrictions in Win32 programming even if they had 4GB slotted you probably still couldn't make use of more than 2GB. If you want to load anything decent into memory you have to do it in chunks, decent content (ie what sells games) takes far more than even your 4GB can handle.

    7. Re:Because they're GAMES by Anonymous Coward · · Score: 0

      What an incoherent pile of crap.

      Learn to write before you go off on some diatribe. Better yet, learn to write before you post here. Or anywhere.

      The only thing obvious from your inane ramblings is that you have never worked as a professional game developer.

    8. Re:Because they're GAMES by MikeBabcock · · Score: 1

      Good reply -- personally I'm worried about Burnout Paradise because as much as I loved the previous games, I don't want to play a version that just resembles Need for Speed for no reason. Driving around looking for events is not "fun" ... playing the events is. Oh well.

      --
      - Michael T. Babcock (Yes, I blog)
    9. Re:Because they're GAMES by Sciros · · Score: 1

      I agree that dividing a game into levels for the sake of loading, etc. is not necessary at all. You're quite right in saying that levels in a game should exist for pacing, narrative, reward, etc. There's certain genres (shmups like Gradius, platformers like DKC) where "levels" make perfect sense because the game is set up for you to "play through levels" and you can go back and replay them, speed-run them, etc.

      Memento-like games... I can't think of any at the moment, although "chunking-up" gameplay strictly for the sake of narrative can be seen in Eternal Darkness for example.

      Sorry about not reading the article, btw. I was just in a mood to be unreasonably rude at the time, hehe.

      --
      I like basketball!!1!
    10. Re:Because they're GAMES by crashfrog · · Score: 1

      Very good. We shouldn't even ask the question, because software engineers aren't smart enough to solve it. Are your colleagues aware what morons you seem to think they are?

      it looks like dog shit compared to a modern FPS.

      Except that it doesn't. It looks great, particularly compared to games that run on the same hardware, because the developers realized that more polygons isn't always the same as better looking. WoW looks ten times better than a game like Neverwinter Nights 2, despite NWN2's technological advancements; and I don't trigger the need to load a new module four times when I cross a city.

      And it's because developers didn't simply blame made-up tech limitations, or a "need to segment the story"; they did what it took to create an immersive experience that works on a wide variety of hardware and doesn't take you out of the action for no good reason.

      More polys doesn't mean the game looks better, and it would be better for the rest of us if devs worked harder on games that perform well and provide a fun game experience, rather than simply cramming more polys into a game engine that still won't run faster than 15 fps on midrange hardware.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    11. Re:Because they're GAMES by a.d.venturer · · Score: 1

      No problem. Amazingly enough, I think the vast majority of posters didn't read it either... but that's Slashdot, AFAICT.

      (Anyone moderating this. Mod the parent up please).

    12. Re:Because they're GAMES by Rakarra · · Score: 1
      Why does WOW not have large level loads? Because the game uses very little memory. The minimum sysreqs are a Pentium 3 800, with a 32mb vram ap.

      Unfortunately, Blizzard has a history of releasing ridiculously-low system requirements on their games, requirements that, if you used a system such as that, would yield an almost-unplayable game experience. I'm not even talking about minimum vs recommended requirements. The "minimum" requirements were unrealistically-low for Diablo II, and they're bad for WoW as well.

      It's the lowest common denominator... and consequently, using such little vram, it looks like dog shit compared to a modern FPS.

      Actually the game looks far better than most "graphically more advanced" FPSes, mostly because art direction was actually a high priority when designing a game.

      "More realism" does not make something better.

  38. screw that! by hyperform · · Score: 1

    I love levels! They make me feel like I've accomplished something. I DON'T play Ico or Shadow of the Colossus, because I feel lost and tragic after playing for so long and sitting on so many couches (Ico) but without any really recognizable progress except mentally. Kung Fu for the NES is still my favorite game ever: once you beat level five, it loops back to level 1. You can progress up those stairs and beat the game infinitely. There are few things more satisfying.

  39. why by Meorah · · Score: 1

    To show progression.

    --
    Protector of Capitalist views,
    Meorah
  40. Why do books still have chapters? by CokeJunky · · Score: 1

    Why do movies and plays still get written in acts and scenes? Why do television commercials come on just when something interesting is happening?

    The answer is that that it is a classic story telling technique. Some (books/movies/plays/tvshows) have successfully done without, and more power to them.

    Now that the technology doesn't need so much time to catch up to the player, the game designers and story tellers out there can concentrate on using it purely as a story telling technique, and not as a crutch to support technology.

    Cutscenes and levels are just another tool on the utility belt of game designers. Those tools do not need to be ignored, but just as a carpenter is able to smack his thumb with a hammer, the question is how will game devs/designers use them?

    --
    More Caffeine. NOW
    1. Re:why do books still have chapters? by 7Prime · · Score: 1

      There's nothing linear or non-linear about levels, it's about organization. In fact, clear dilliniation is even MORE important to non-linear situations, where everything can start to feel all jumbled together. That's why Mario 64 works so well, and is almost completely non-linear.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  41. why do books still have chapters? by acidrain · · Score: 2, Insightful

    Same as for levels in games, they represent a discrete section of the narrative. For games with a linear narrative, this makes a lot of sense.

    --
    -- http://thegirlorthecar.com funny dating game for guys
  42. Why do books have chapters? by Estanislao+Mart�nez · · Score: 1

    Why shouldn't books be endless blobs of paragraph after paragraph after paragraph?

  43. Because people have favorite levels by kryten250 · · Score: 1

    I loved ice world in super mario brothers, it may seem like you can enter a save point on that 'stage' but in my book that is a partition that can be called a level. I'd say it is for game navigation after the fact.

    --
    FlyingPizzas.com, for the tasteful hermit
  44. Pee break by kpainter · · Score: 1

    Levels make a good stopping place to take a whiz and reload the beer! Duh!

    1. Re:Pee break by zolf13 · · Score: 1

      Mod parent up! :D

  45. Not necessarily to mask load times... by Dorkmaster+Flek · · Score: 1

    Old cartridges effectively had no load times. Look at the N64. Levels are a useful gameplay design construct. Perfect example: Super Mario Galaxy. Level structure, but absolutely zero load times (very cleverly masked).

    --
    I like to think of online DRM as something akin to a college -- you pay for lessons until you learn something.
  46. Why do we have levels? Simple. by Khyber · · Score: 1

    You think you're going to fit all of the level data of STALKER into 2-4 gigs of RAM?

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    1. Re:Why do we have levels? Simple. by Anonymous+Psychopath · · Score: 1

      Although it was otherwise an unremarkable game, True Crime: Streets of LA (a GTA ripoff) did a great job with this issue. They came up with a system where, as you drive around the city, areas outside of specific distance from where you are were unloaded from memory at the same time loading areas coming into your area.

      The net effect was that you could drive from one end of Los Angeles to the other at full speed without any level load pauses.

      The downside would be that any changes to the environment would only be temporary in nature, which won't work well for many FPS-style games.

      --

      Eagles may soar, but weasels don't get sucked into jet engines.

  47. Portal by Kenoli · · Score: 1

    Portal has individual, disconnected levels because its story was specifically designed for it.
    When you're done with one test chamber you get on a elevator and go to the next one. I don't see any artificial interruptions in the gameplay.

  48. That doesn't sound like a real impossibility. by Estanislao+Mart�nez · · Score: 1

    Yeah, a modern computer could load up every single level of Doom or Super Mario Brothers at once and string them together... but strangely enough, game designers have actually scaled up the detail of their games as computing power has improved.

    So, don't implement it that way. To implement an arbitrarily large seamless world, just load the area that the player is at currently, and adjacent areas. As the player moves around, then load the areas adjacent to where they moved.

    This technique is useful even if the game is divided into levels, actually; the point is to load only as much game data at any time so as to (a) show the player everything that they can see from where they are, and (b) enable seamless movement away from where they are.

    1. Re:That doesn't sound like a real impossibility. by WhiteWolf666 · · Score: 1

      And there are plenty of examples of games like this.

      World of Warcraft, or Dungeon Siege, or Morrowind, or (most of) Oblivion.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
  49. More importantly... by pestario · · Score: 1

    ... why aren't there mini-games (e.g. a small asteroid type game) while the game is "loading"?

    --
    :n
    1. Re:More importantly... by Cornflake917 · · Score: 1

      I remember having a discussion about this about my brother. I think some asshole company (like Acclaim or Namco something) got a patent on having mini-games during loading screens. How something so obvious can be patented is beyond me, but unless you play games from Namco, you probably won't be seeing mini-games during loading for a while.

  50. It's just how they're made. by meist3r · · Score: 1

    You can distribute a large team of people to work on single levels but it's really hard to have say 20 people work on a single huge level design. Have a couple of designers each contribute a few map files is easy but to coordinate lots of people working on the same files is quite complicated I would guess. Most of the games mentioned in the article (Metroid, HL2) are divided into sections that are connected creatively so the transition is not as rough from one to another but they're still done in sections.

  51. levels more realistic? by xPsi · · Score: 1

    I supposed some games lend themselves to the level-less experience, some don't. Some of it is probably just organizational on the part of the creators. Nevertheless, it is probably true that levels in many modern games are a legacy effect from bygone eras and could be done away with. However, even back in The Day, games like Zork didn't have levels as such, you just played. Ironically, a level-based game may actually be somewhat more realistic. Although we think of life itself as a continuum of moments, our real circumstances actually do break naturally into something approximating "levels": that is, well defined cycles and milestones based on shifting local goals. These milestones are often separate by periods of routine. Perhaps levels in games (like chapters in books or acts in a play) are just a caricature of that real-life organizational effect with the routine periods removed to expedite the entertainment value.

    --
    i\hbar\dot{\psi}=\hat{H}\psi
  52. Re:Because content size scales with storage capaci by C0rinthian · · Score: 1

    I have played HL2 on the 360, and the game STILL stalls at load points.

  53. Re:Because content size scales with storage capaci by Osty · · Score: 1

    When the game was ported to the 360 they developed a way to stream the levels, avoiding that problem.

    You must be playing a different Xbox 360 port of HL2 than I am, as there were plenty of "Loading ..." bars in HL2 from the Orange Box. It's also quite obvious that a new "level" has loaded after a loading bar rather than just streaming in some new data. Though you're still looking at the same place and the same geometry, you'll often notice lighting differences from before and after the load. I haven't played through Ep2 yet, so maybe loading changed there.

    Portal did a good job of hiding loads during the elevator rides, but the late-game breaks that convention since data still needs to load but there are no more elevators.

  54. Why do books have chapters? by Anonymous Coward · · Score: 0

    This is one of the lamest posts in quite a while.

  55. so you know where you are? by themushroom · · Score: 1

    Let's say you played a game for 12 hours a day, 3 days solid, and someone asked you where you were in the game. Wouldn't you feel gimpy if you said "I'm in front of the castle" because there was no metric for success? It'd be more like... real life that way.

  56. Books without chapters... by kn0tw0rk · · Score: 1

    There are books without chapters like Choose-Your-Own-Adventure and Fighting Fantasy.

    But to the original question asked - Its like any medium used for communication - there are many ways of presenting information and different styles make for different experiences. There are many ways to skin a cat.

    --
    See my art -> http://herbevore.deviantart.com
    1. Re:Books without chapters... by geekoid · · Score: 1

      Also Dr. Suess and 'Jane and Dick'; books don't have chapters.
      Jeez people you need to discuss the point, not some extreme case from an example.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Books without chapters... by DragonWriter · · Score: 1

      There are books without chapters like Choose-Your-Own-Adventure


      There are certainly books without chapters or other formal sections, but Choose-Your-Own-Adventure books clearly aren't a good example; they are broken up into sections, typically of 1-2 pages, which are distinct units.
    3. Re:Books without chapters... by UnknownSoldier · · Score: 1

      > There are books without chapters like Choose-Your-Own-Adventure and Fighting Fantasy.

      Guess because the author didn't call it a chapter, doesn't mean there aren't sub-divisions.

      The sub-divisions are still there -- at 2 levels:
      - At the mini-chapter level - the consequences of your choices
      - At the page level

  57. time? by AlgorithMan · · Score: 2, Insightful

    for example in mafia you played the biggest "jobs" of tommy's career - and there were years between them

    wouldn't it be kinda stupid to play all the uneventful years between those "jobs" in realtime?

    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
    1. Re:time? by maxwell+demon · · Score: 1

      What about playing Civilization in real time?

      --
      The Tao of math: The numbers you can count are not the real numbers.
  58. Hrm by B3ryllium · · Score: 1

    I'm almost tempted to join the tagging beta, just so I can tag this as "becauseyoureanidiot", "thisisastupidquestion", and "whydoesslashdothaveeditors".

    But that aside, when it comes to games with levels vs. games without levels, I swing both ways. Fluidity is important, but so are cutscenes and transitions.

    If I have to jump through one more Flood-anus to finish Halo 3, I might start changing my opinion.

    Actually, come to think of it, Halo 3 sort of employs both mechanisms. 9 missions, separated by cutscenes and load screens, but within those missions the checkpoint system allows it to load data ahead of time and feel as fluid as Half-Life. Minus the quick save option, of course. That ability to load data allows them to have very large missions, with different types of storytelling and game pacing employed within each subsection/subchapter of each mission.

  59. Half-Life has levels by Nimey · · Score: 2

    They're not as cleanly split as in Doom, but there are definite levels, and they even have names and different map names.

    --
    Hail Eris, full of mischief...

    E pluribus sanguinem
  60. End of a level means bedtime at night!! by Mountain+Wookie · · Score: 1

    If games didn't have any levels anymore how else would I know when to go to bed! I like it when games have levels. It gives us "I need to finish everything in the game" gamers a sense of accomplishment and also provides for a break in the game. I have a hard time saving a game and just leaving it in the middle of the action. Even in games that don't have levels I need to finish the current "quest" or whatever and then find a quiet place in the game to save before I can leave it.

  61. Soul Reaver! by morari · · Score: 1
    I think that was the first game I ever played that didn't noticeably have levels in the traditional sense. Sure you had different areas of the world, but never any loading. Despite some Tomb Raider-esque puzzles, it was a very well done game overall and the lack of loading helped out tremendously in adding tot he immersion. Most games shouldn't have levels nowadays, no doubt!

    Of course, The Legend of Zelda just had one big world. I don't think I'd count the fade-to-black when entering and exiting dungeons as a loading screen. ;)

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  62. Half-life two has levels, you dolt by geekoid · · Score: 1

    The fact that they load quickly doesn't matter. In fact they specifically lock you into some areas until you finish a goal.
    No the don't call them levels, but What's in a name? that which we call a rose By any other name would smell as sweet.

    An interesting insight is the new half-life two mission they put on steam. You can run it in a mode where you click on a bubble and the devs. talk about the scene, or area. It was very interesting.

    My primary concern is that the game is fun. These days that seems a radical view point, not taking some 'side' in a made up issue like this one.

    Yes, Halflife 2 kicked ass... except for the ending.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  63. So you know how far you've come. by SeaFox · · Score: 1

    They have levels to allow someone to measure how far they have progressed in the game. When your friends ask how far you've gotten, you can say "Level 42" or whatever and they can tell where you are relative to them in the game as a whole, not "well I got to the big black tower after the underground dungeon..." "What underground dungeon?" "Oh, it comes after you get in the airship and..."

    Yeah, just think about how this conversation goes for a game like Super Mario Bros, verses an RPG like Final Fantasy and the reason for levels becomes obvious.

  64. Calling bullshit by the_raptor · · Score: 1

    You can fly from one end of the continent to the other. But you need to load when ever you visit another continent, outland or enter a dungeon.

    --

    ========
    CINC, 4th Penguin Legion
    1. Re:Calling bullshit by ragefan · · Score: 1

      You can fly from one end of the continent to the other. But you need to load when ever you visit another continent, outland or enter a dungeon. It is my understanding (and I could be wrong), that this is mainly due to the fact that each continent (Kal, EK, Outland) and instances are different servers and the loading screen is due to the hand-off of your connection between servers. Which is why one continent can crash and everyone on another is fine, and the boats/zeps due weird stuff when one continent drops.
  65. Divide and conquer by hugg · · Score: 2, Insightful

    Because it's easy to divide the game design tasks among several designers by level. It's harder to show "emergent behavior" on a Gantt chart.

  66. To make Quality Assurance easier? by Anonymous Coward · · Score: 0

    I imagine it is much easier to ask your QA department to "test this level" than it is to ask them to "test this entire game". In fact, I'm willing to bet that games broken up into levels get shipped a lot quicker than monolithic games. (Does Duke Nukem Forever have levels?)

  67. Re:Because content size scales with storage capaci by Blakey+Rat · · Score: 1

    It's been too long since I played it on PC, but HL2 on Xbox 360 definitely stalls at "checkpoints" (or whatever Valve calls them.) Moreso than, say, Halo 2 does.

    In fact, Halo's a pretty good example of a game where the content *is* pretty much streamed to a large extent, and the "levels" are just artificially created as chapters in a story. It's not that it was technically impossible for Bungie to stream content, it's just that the story needed broken up and that was the best way to do it. (I mean, the chapters in Halo games usually represent hours of "time passes" anyway... would be really, really boring to do them in real-time.)

  68. Umm by Poromenos1 · · Score: 1

    When the summary asks a (rhetorical) question and a bunch of people answer it insightfully, doesn't that mean it was a bad question?

    --
    Send email from the afterlife! Write your e-will at Dead Man's Switch.
  69. thoughts by HunterZ · · Score: 1

    First, I thought it was funny that you seemed to insinuate that Angband is new. I played both ancestors (most notably Moria, my first and favorite roguelike) and derivatives of it 15-20 years ago.

    Second, levels aren't annoying - loading screens are. I haven't seen a lot of newer games that have "levels" for their own sake; much more common are loading screens resulting from map-based design. Most 3D games, following the legacy of Wolfenstein3D/Doom/Quake/Half-Life, sew together a collection of finite-sized maps to make the game, and transitioning from one map to the other usually requires a significant loading time.

    I think many more immersive games, especially RPGs, have moved past this concept where possible. Good examples include WoW (where the only level loading happens when you transition to an instanced map where only people in your group can join you) and Morrowind/Oblivion (which dynamically loads in chunks of map data in the background to simulate a seamless game world). Even old RPGs like the last Wizardry trilogy (6, 7, 8) were not bound by levels or loading screens.

    As others have mentioned, the level concept itself has also separated from the loading screen necessity in newer action games, instead taking on a character of progression checkpointing.

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
  70. Operation Flashpoint by Nashirak · · Score: 1

    I always thought that Operation Flashpoint was an innovative game for its time for its non linear game play and its map size. Basically, you were on a 1 mile squared island and the boundary was the ocean. You could go anywhere on the island to complete your mission and complete your mission in a number of ways. Admittedly, it did have mission loads between them, but once you were in a mission there was no loading and you could go anywhere. This made for wonderful game play and the game didn't get boring because I could complete a mission in various ways.

  71. More important question by mmcuh · · Score: 1

    Why do people who are old enough to read Slashdot still play computer games?

    1. Re:More important question by trouser · · Score: 1

      You read Slashdto, But you asked that question. But you read Slashdot. But you asked that question. But .........

      That looked just like a negative reality inversion. Or suffink.

      --
      Now wash your hands.
  72. Why Do Books Still Have Chapters? by sexconker · · Score: 1

    With the advent of digital storage, a seemingly endless supply of recycled "paper" for printing, and "e-books", why do many books today still have chapters?

    Chapters are anathema to book reading, and only serve to break up the story and ruin the flow.

    Games need levels because:
    They serve to break up the story into meaningful sections.

    They serve to break up the game play into manageable chunks - not everyone can play for hours on end before taking a break. Having a level break, much like having a chapter break, serves as a meaningful stopping point. Picking up in the middle of a level, or in the middle of a non-descript section of gameplay is like picking up a book in the middle of a chapter, or an article in the middle of a paragraph. You don't remember what happened, and you're damned if you know where you're going.

    They serve to ease resource constraints. Yes, we have more RAM and processing power. But the games still eat it all up.

    They allow developers to partition out work (development, testing, and debugging) amongst the team in a more efficient manner.

    They simply "fit" for many game types. An RTS or Tactical game will obviously have various missions for the player to complete, interspersed with story elements.

    But hey, why do sports have quarters/halves/periods?
    Why aren't pencils three feet long?
    Why does my checkbook have perforations?

  73. Why do... by Braintrust · · Score: 1

    ... books have chapters?

    The idea of a smaller unit(s) making up a larger whole is a very, very powerful organizational motif... it goes deep.

    peace

    --
    Years later, a doctor will tell me that I have an I.Q. of 48, and am what some people call "mentally retarded".
  74. While we're at it! by knodi · · Score: 1

    Ya know, I've been kicking this idea around for a while, and this discussion is as good a place as any to bring it up...

    Why on earth do we still have a screen that says "Press start"?!?!? If you ask yourself, why don't any games say "press start 6 times to begin", the answer is obvious. But why do I even have to press it once?

    Why do games still have unskippable cut scenes? I can understand an "are you sure?" prompt, or requiring two simultaneous buttons, but c'mon! People either want to skip them, or they don't. If you offer a choice, you've managed to please everybody all of the time- a rare thing to do! Seize the opportunity!

    And, heck, on a semi-related tangent- why do TV shows start with a musical number? What does that DO? It's cool once, but from then on, it's just a marker for people who want to press the "record now" button on their VCRs instead of scheduling it. Some shows like Scrubs have taken to making shorter and shorter songs.... Can nobody leap to the obvious conclusion, that if shorter is better, none is best? Okay, show me music over the end credits. But the crappy music video at the beginning is an anachronism that somebody needs to reexamine.

    --
    Austin is more fun than Dallas.
    1. Re:While we're at it! by neverutterwhen · · Score: 1

      To answer number one; because if you walk away while something is loading you never want to come back to find someone has killed you and you have reload. Two; no idea. They're morons who hate us. Three; because people like it. It defines the show, helps to imprint it on the public consciousness. Good theme tunes are awesome. Though I have to say that opening credits should be shorter on the whole.

      --
      My appreciation of Douglas Adams is far deeper than yours.
    2. Re:While we're at it! by ityllux · · Score: 1

      Why on earth do we still have a screen that says "Press start"?!?!? If you ask yourself, why don't any games say "press start 6 times to begin", the answer is obvious. But why do I even have to press it once?

      Because the console companies make us put it in. :)

  75. Ultima Ascension! by myowntrueself · · Score: 2, Interesting

    Ok aside from its really really crap game play in other respects, one of the things that really impressed me about 'Ultima IX: Ascension' was the way that the world was totally seamless.

    You walked around the world with no load screens at all, through tunnels under the sea to the island on the other side and swim back again. Walk into buildings, cave systems, castles all in one huge seamless world.

    The graphics were incredible. Did I mention no load screens?

    1999 or so. And there was not much hardware available at the time to play it with all the graphics turned right up to 11.

    Pity about the crap game play tho, it became so boring after a while that the only way I could bring myself to finish it was to use hacks.

    So no, lack of load screens does not a great game make.

    --
    In the free world the media isn't government run; the government is media run.
    1. Re:Ultima Ascension! by Anonymous Coward · · Score: 0

      The best game 'evar' (seemless none the less) was wasteland. No levels, 1989 technology, and the right level of post-nucular (sorry) vermin to shoot.

    2. Re:Ultima Ascension! by dido · · Score: 2, Insightful

      True, but there were cutscenes too (never mind the fact that they seemed really badly contrived most of the time). The other thing is Ultima IX's Britannia was a helluvalot smaller than in any previous Ultima. Britannia had been shrinking continuously since its largest size in Ultima V, and in Ultima IX it seems that it would be possible to walk from Minoc to Paws in less than an hour of game time, where the same trip would have taken several days of game time in Ultima V. That must have made things a bit easier. Pity that a game that had captured the imaginations of people like me were to end that way after a 20-year run.

      More to the point, Ultima VII, widely considered the high point in the series, was just as seamless, and in some ways arguably more so.

      --
      Qu'on me donne six lignes écrites de la main du plus honnête homme, j'y trouverai de quoi le faire pendre.
  76. HEY ZONK! EAT A FUCKING DICK! by Anonymous Coward · · Score: 0

    "Amateur" my ass, I'd love to see the Angband developers come run Slashdot while you go build a text mode RPG. We'll find out who's the fucking amateur.

  77. Hard to make continuous worlds by graveyhead · · Score: 3, Interesting

    Take a look at this neat paper The Continuous World of Dungeon Siege.

    It explains a great detail of the issues surrounding a system like this. The more interesting issues are as others have mentioned are memory and disk i/o management, but also there's another lovely curiosity in there... floating point numbers begin to quantize more and more the further you get away from the origin. It means it's impossible to have a global coordinate system.

    Enjoy.

    --
    std::disclaimer<std::legalese> sig=new std::disclaimer; sig->dump(); delete sig;
    1. Re:Hard to make continuous worlds by Anonymous Coward · · Score: 0

      It means it's impossible to have a global coordinate system. That's why I use ints. Each object has

      int64 world_x;
      int64 world_y;
      int64 patch_x;
      int64 patch_y;
      int64 patch_z;

      I once yelled at a programmer because when faced with this issue in his float based code he just did a global find and replace "float" with "double".

      One thing that everyone seems to have skipped over is the replayability issue.
      I have just played through Call of Duty 4, very nice game, with LEVELS.
      I then played the online version which is excellent.

      You have ranks, challenges, rewards that actually mean something in game terms (better weapons, usable feats).
      Excellent.

      I couldn't get online last night, so started to play through the one player game again.

      And it's boring.

      You get to the end of the level, and you just move on to the next.

      No statistics.
      No rewards.
      No incentive to bother playing it again.

      Levels if done correctly are not only important for resource management reasons, but for game player expierience reasons as well.

      Leave levels alone, start yelling at crap game design and quality control instead.
    2. Re:Hard to make continuous worlds by MikeBabcock · · Score: 1

      I couldn't get online for hours last night with COD4 either, quite annoying. I'd just finished beating the single player campaign and as I browsed through the levels (other than the unlocked airplane one), they all looked boring to replay.

      Oh well.

      Personally I've been toying with a local floating point coordinate system based on tiles, but I haven't optimized it well enough for my taste yet. Wurm online does something similar for long distance rendering of the world.

      --
      - Michael T. Babcock (Yes, I blog)
    3. Re:Hard to make continuous worlds by Targon · · Score: 1

      A global coordinate system really wouldn't be all that hard to implement. The big problem revolves around the number of "areas" that can be accessed from the current area.

      In Dungeon Siege, there is almost always only three possible areas that connect to the current area, and these are always a good distance from each other. This means you never have multiple dungeon entrances next to each other, or even a dungeon entrance near an overland connection to another area. This allows for an EASY way to predict which area to pre-load.

      On the flip side, take a game like The Witcher, which has many buildings and such that all connect into a "main area". If you try to pre-load every one of these areas at once, it would probably take an additional two gigs of memory just for the pre-load information.

  78. Arkanoid without levels by MtHuurne · · Score: 1

    Radarsoft's Breaker is "Arkanoid without levels": when the ball would leave the top of the screen, the entire playing field scrolls up.

    Surprisingly, it doesn't really change the game all that much. The second paddle, which can be moved up and down in addition to left and right, makes a bigger difference in game play than the scrolling playing field.

    (Those looking closely at the screenshots will notice a level indicator: indeed the game has levels, but each level is many screens in height.)

    1. Re:Arkanoid without levels by CastrTroy · · Score: 1

      Another interesting twist on Arkanoid is Vortex which came with my iPod Nano. It's basically a circular version of Arkanoid, where the bricks are in the middle of the circle, and the paddle moves around the circle, using the iPod wheel. It gets interesting, because the gravity basically pulls towards the outside of the circle, so if you bounce the ball across the circle, and it misses the centre by enough, it ends up going right through the circle, and you have to move all the way to the other side to catch it.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  79. What about stories? by 4D6963 · · Score: 0, Flamebait

    Why do games still have levels? Which brings us to this question, why do games still even have a story? You would have thought that by now games would have done like porn and done away with the non-fun part of them. I mean come on, we care as much about JC Denton's back story as we care about why the hot nurse with the big breasts is so devoted to her patients.

    EDIT : Please don't reply to tell me how stories in games are important for immersion or whatever.
    EDIT #2 : And stop asking me how to edit comments after posting them, it's right next the Parent link..

    --
    You just got troll'd!
    1. Re:What about stories? by Magada · · Score: 1

      Spoken like one who's only played Deus Ex 2. Correct me if I'm wrong. If I'm not, go do yourself a favor and play the original. It's good enough yet flawed enough that it should teach you a bit about plot, backstory, background info and how to make them integral to gameplay, rather than cheap tacky window-dressing.

      --
      Something bad is coming when people are suddenly anxious to tell the truth.
    2. Re:What about stories? by 4D6963 · · Score: 1

      Spoken like one who's only played Deus Ex 2

      No duh I never played the 2 I only played the original and I don't remember hearing JC Denton's back story in it that was just a random example. Geez..

      --
      You just got troll'd!
    3. Re:What about stories? by Magada · · Score: 1

      It's in there - in at least two versions, afaicr.

      --
      Something bad is coming when people are suddenly anxious to tell the truth.
  80. RTFA by Anonymous Coward · · Score: 0

    A lot of people seem to have read the summary and then go on to argue against it. It raises a good question, but there are good answers. Which is what the article is about - it's not saying levels are a bad thing. It's saying they're good, and "here's all the reasons why". Of course in certain styles of games they shouldn't be there - and aren't - which is what makes them that style. However in the majority of cases, there's lots of reasons TO have levels, and this article points out what they are.

    Rather than arguing against non-existent points, go read the article, THEN come back and post your /agree 's.

  81. How does this warrant a front page by dk1001 · · Score: 2, Interesting

    This AskSlashdot sure doesn't warranty the front page, or even BEING ASKED. Seriously, I wish I was older so I could say slashdot's gone downhill. The question asker has obviously not thought out his question, or have any point on it. His criteria aren't accurate or consistant - he asks why games still have levels, and states seamless play as being the apparent end all (when its pretty damn clear that its not). The Metroid Prime series (which I'm a big fan of) ALL HAVE LEVELS - even the ones on a continuous world like Prime and Echoes have levels. you just walk between them. Nor is it seamless - there are frequent cutscenes where I am outside of my control - but does it bug me that I lose control of myself, in order to have a cool looking sequence where Samus has a western style stand-off with Dark Samus in a sci-fi reactor room? No, that sequence looked rad. Could they have had that sequence if it didn't break the seam and have a cutscene? No. Half life similarly, while seamless, has pretty obvious levels, just once again, you walk between them - in HL2 there is the antlion cave level, leading to the outdoor antlion guard showdown, leading to the fetching the car stage, driving around getting ambushed, Fight the Helicopter in the Crate Yard (or whatever you want to call it). Continous, yes, levels, yes. So why aren't some games seamless, and why do games still have levels? Because seamless and level-less aren't the end all of game design - they are an option, that like all other things you can put in a game, are awesome where appropriate, and are just suckful when they get put where they don't belong. Zonk, your standards seem to be pretty low, how about the next front page question be "Why Doesn't Every Author Write Books Like Phillip Pullman?"

  82. Why do games have loading screens? by jamie(really) · · Score: 1

    Certainly the argument that games have levels like books have chapters is compelling. The difference is, I don't have to wait 5 minutes between chapters staring at a blank page that says "Loading Chapter 5: Aliens Attack". I just turn the page. A movie can change the the pace, or the current sub-plot, but it doesn't have to wait 5 minutes to do it. And also, certain games require levels, because they are games, e.g. tetris, breakout, feeding frenzy, or tennis. Games like BioShock, Mass Effect, Halo etc could all have no loading times and still have different sub-plots, "periods of calm", foreboding, etc.

    So the real reason that games still have load screens is because people still buy games with load screens. Which tells you that either people are morons, or that loading screens aren't really all that much of a show stopper.

    Bottom line, getting rid of loading screens is "hard". Its not technically hard. Its organizationally hard. It requires designers, programmers, audio, art, all communicating and being on top of their shit, trusting each other, and knowing enough about each other's disciplines to be able to make good compromises in the right areas for everyone to win. This is extremely rare.

    Another question (with the same answer) is "Why don't games run at 60Hz?"

  83. There are many reasons... by Targon · · Score: 2, Insightful

    The only people who would ask such a question do not have a background in either programming or in game design. So, here are just SOME of the reasons for having "levels"...

    First, you need to look at what goes on behind the scenes.

    In some cases where there do not seem to be "levels", there is one, but the transition is done without a pause. The new area is pre-loaded during game play. This assumes that the game areas are contiguous, where the entire game is played in the same area, and there is no "boring travel" that would bore the player between areas. For these contiguous areas, the plant and animal life may not be all the different, so loading new textures and unloading the old textures may not be needed, while for some, this would be a case of needing to predict which textures need to be removed from memory while loading the appropriate textures and objects on the fly.

    When one fairly small area is enough to strain the average computer, the small size makes it even harder to predict and properly pre-load what is needed for a smooth transition between areas as well.

    There are some very good reasons for having these breaks, including modularity, and allowing for custom content, in addition to saving memory. Back in the ancient days of computers, if you had 16KB of RAM, that was a good amount, but it also meant that you had to really work to reduce how much memory your program would take. Even into the days where 8 megabytes of memory, a programmer had to look at how much memory code would take, and spend a good amount of time trying to cut back on memory usage. So, what do you do to cut back on memory used? One method is to take code that is not needed and clear it out of memory so that more memory is available. By having "levels", it allows a game to clearly define what will be available at one time so that the old junk can be cleared out. If a "new area" will make a huge change to what is going on in the game, that would also be a good reason for a "transition", because the old "rules of gameplay" need to be swapped out for the new.

    There is less of a reason for LONG load times these days, but if a game has a lot of options for which areas the player can enter, being able to pre-load the next area may not be a good option. What if the current area takes a gig of memory by itself? Pre-loading the next area may cause the game to go over the 2 gig mark, and may cause an application crash. There is an increasing number of people who are aware that if a game takes up more than 2048 megabytes of memory at once under 32 bit Windows, it can cause the application to crash due to the limits of 32 bit processors, and the design of Windows(blame Microsoft). You can adjust this number, but it risks the stability of the OS if you do.

    So, if all you play are games that have ONE path, where you enter on one side, and leave on the other, it is easy to pre-load the next level when you get to a certain point. If there is any complexity to the path the player can take, it may not make sense to pre-load all the available areas that the player may choose to enter.

  84. Why not? by Anonymous Coward · · Score: 0

    Isn't it obvious why some games have levels? Tetris is a good example, as you progress through each level, the difficulty is also increased. And once you have played it on higher difficulties, your skills at playing the game would (in theory) also increase.

  85. Games need levels like paragraphs need punctuation by doyoulikeworms · · Score: 1

    Games that follow a narrative style need levels or something that performs the function of a level to help pace the story I mean what if a narrative game had no concept of levels then there would potentially be no pause in the game and you would have something like this post which is a never ending sequence of words with no pacing but i think you get the idea.

  86. Question: by Chess_the_cat · · Score: 1

    Why do books still have chapters?

    --
    Support the First Amendment. Read at -1
  87. Several reasons by LordZardoz · · Score: 3, Insightful

    And yeah, I am a game developer.

    1) Development purposes.
    When you design a game with a set of discreet levels or areas, it is easier to cut out a level than it is to do something like cut out 30% of a contiguous game world.

    2) Narrative expedience
    If you have a game where the narrative jumps from London to Tokyo to Moscow, do you really want the developers to try to tack on a bunch of filler for parts of the world that have no importance to the story? In Knights of the Old Republic, you only ever visit 5 or 6 worlds. Is that game better served by providing you with a hundreds or thousands of habitable worlds when only those 5 or 6 are relevant to the game?

    3) Not all games are about exploration.
    Wario ware would not be a reasonable type of game to set in a contiguous world. Trauma center is also not a game that really needs that kind of structure.

    In any event, not all of your examples are good ones of continuous worlds. Metroid in particular has two types of loading screens. One shows up when your on a long elevator ride, say between an ice level and between a fire level. You may notice the cut scene that does a close up on Samus during that time. The other loading screen is when you shoot a door to open it, and then get to wait 20 to 30 seconds for the next chamber to load.

    END COMMUNICATION

  88. Depends on the game, doesn't it? by Opportunist · · Score: 1

    There are games where levels make sense and others where a seamless progress lends itself more to the game.

    Take the average RTS game. Usually, as you increase in "levels", you get access to more equipment, thus the game gradually introduces you to its more complicated parts. You start out with simple barracks where you train cheap cannon fodder, progress with upgrade buildings that allow you to upgrade something, which leads to other units, and so on. Dump the whole game onto the player right away and he'll get frustrated, because he simply won't understand the complicated implications today's RTS games have.

    Breaking this up into levels makes sense. Supreme Commander kinda tried to break up that concept a bit by "expanding" the battle field with every step you complete in the mission, often also resulting in more units being at your disposal. But this already showed a key flaw in this approach in RTS games.

    What's the core problem in RTS? Resource management. Now, if you know right after the step completion you'll be swarmed, but right now you can hold your ground easily, what do you do? You start cranking out units, no matter how inferior they may be, thus overcoming that obstacle easily. Which is not really the plan of the game (or if it is, it's quite a bad idea), since when you play the game the first time, you should not know that this is what you should do. You should be able to beat it despite the odds. So the game has to give you ample enemies to compete when you start building your army right after the information, which means you'll simply drown them in the units you prepared if you know what's coming.

    With levels, that's easy to avoid. Simply give the player what he should have at the beginning and then let the battle begin.

    Of course, in a FPS that's not broken up in missions (like IGI, STEF or similar mission based FPS games), but rather an ongoing quest like Jedi Knight or HL, it makes sense to avoid breaking up the game explicitly into levels and have the player gradually go further down into the dungeon. Still, even in those games you notice that you're about to enter a new "level", because the mood and theme changes. When you step from some market town into the sewers, you cannot help but feel that you've just entered a different "level". Good, bad, depends on how you look at it.

    Generally, though, I can't see the problem. Yes, in some games the experience and immersion would be better if there was no level gap. When playing a story about getting out alive, I don't really care for mission debriefings, statistics and kill records. Who cares, my job is to get out! In some games, though, it would be devastating to get rid of the level based design. It would simply destroy the game.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  89. not a good question, but a close-minded one by holophrastic · · Score: 1

    To ask why games have levels when all games have levels would be a good question. To ask why an easily conceivable aspect of gaming hasn't been explored is a good question. But to use examples of continous games (ehem, zelda, ehem) to ask why all games aren't the same, is just, well, retarded in the true sense of the word. So I'll answer, in a manner slow enough to suit the question. Because not all games are the same. Not all games are 3D. Not all games are multi-player. Not all games are Internet playable. Not all games are Q-Bert (thankfully). Not all games are continuous because not all game developers have any desire for their game to be continous. Or, as my mother would have answered this question, and many other questions, when I was eight years old: Why Do Games Still Have Levels? "Because if they didn't, you'd be asking: 'Why don't games have levels anymore?'"

  90. Cause I want them that way by mrmeval · · Score: 1

    Cursed wet behind the ears pup!

    --
    I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
  91. Gotta pee sometime by Anonymous Coward · · Score: 0

    'nuff said

  92. Re:Because content size scales with storage capaci by Catchwa · · Score: 1

    One of the article's examples is wrong too as Half-Life (the first one) definitely had loading screens (although when you run it on today's hardware it's barely noticeable).

  93. Human Needs Levels by Anonymous Coward · · Score: 0

    If without level many will simply forget to go eating or take bath. And how confusing it is to talk to other one like I got 23145235134 experience points, how about you?!

  94. Guess I made one of those classic blunders... by a.d.venturer · · Score: 1

    Asking Slashdot a rhetorical question...

    1. Re:Guess I made one of those classic blunders... by Anonymous Coward · · Score: 0

      You're kind of an asshole, aren't you? How's that working out?

    2. Re:Guess I made one of those classic blunders... by Synonymous+Bosch · · Score: 1

      you must be new here :)

  95. Seamless Worlds.... by Vampyre_Dark · · Score: 1

    ... aren't a silver bullet to apply to all games. There are trade offs to having seamless worlds, like having to lower all the chunks of the world into a small enough size to be loaded on the fly. Same with graphics, where you go from having to render an appropriate sized area, to now several city blocks. Buildings get reduced to cubes with small textures smeared across them.

    How does a game where you are a spy doing missions all over the world benefit from a seamless world? Are you going to walk to china?

  96. well by slapout · · Score: 1

    Because the player needs a break too.

    --
    Coder's Stone: The programming language quick ref for iPad
  97. Freaking 24 nuts. by Anonymous Coward · · Score: 0

    24 perfected pacing in the same way that windows perfected crashing.

  98. So we don't have to electroshock you by WillAffleckUW · · Score: 1

    The reasons that games have levels are many.

    Basically, in rank order, they are:

    1. So we don't have to electroshock you and drag you to the bathroom to take a leak.
    2. So you will listen to your mom/dad and eat your already cold dinner.
    3. So you will finally go to bed instead of waiting until dawn.
    4. So you can brag about how far you got (Level 30) instead of some other method (I went down that corridor ...)
    5. So we can rank how far you got for our online or in game rank listings (You are Mr. Purple!)
    6. So we can sell you extra content at each level.
    7. So we can tell how far you got and where people get hung up (remember when WoW plateaued around level 20 for most players?)
    8. So when you do a bug report it is faster to fix (I was in this room and it was like red and ...)
    9. Because people like numbers.

    --
    -- Tigger warning: This post may contain tiggers! --
  99. Seriously? by John+Musbach · · Score: 1

    Games without levels have their place, namely RPGs where the landscape is continuous and the objectives are practically infinite. But is this really practical in anything else? I myself can't imagine playing a shoot 'em up game that has no levels and just goes on for ever. I just don't see a continuous landscape fitting in with much other then RPG games.... But perhaps that's because there haven't been many (any?) games besides RPG's with continuous landscapes, should some good non RPG games come out with continuous landscapes perhaps my view will change (it's a new idea deal, can't imagine it until it is actually applied and seen to be practical).

  100. Why levels? by Millennium · · Score: 1

    Simply put, levels are not some mere archaism, no mere relic of some time when people "settled" for "inferior" games because the ZOMGGRAFIXXXX weren't up to this day's misguided standards. They are a valid method of game design, and do not need to die out just because some GTA fanboy with narrow tastes doesn't like the idea.

  101. Sometimes levels are the only choice... by juanfgs · · Score: 0

    For example games where action takes place in different zones or times, for example, any of the WWII games, it would be really weird if you opened a door of a bunker in europe and then bam!, you are at the north african fighting against the afrika korps, that wouldn't make sense at all.

  102. First we take Manhattan, THEN we take Berlin by arth1 · · Score: 1

    But what about the host WWII games? Ooohhh, Normandy was easy, wait 'til you get to Bastogne... Don't think the troops saw it that way.

    I think that's exactly how they saw it -- occupying or liberating one town was an accomplishment, and only after that (and hopefully a brief respite) would they be ready for the next objective. Dividing the war into smaller objectives ("battles") was not just for the benefit of generals, but for the psychological well-being of the troops.

    In games, you have to give the player the sense of accomplishing something, and levels is one way to do that. Unless the player feels he's achieved something, and has a new goal in sight, a game quickly becomes boring.
  103. MMO? by SanityInAnarchy · · Score: 1

    If you're talking about an arena game, that hardly makes sense without a level, although the "level" could be larger than what fits into RAM -- which is, I think, what the article complains about.

    But if you're talking about an MMO, sure, the server needs to keep the whole thing in RAM, and maybe it needs to be segmented into a few different servers. That doesn't excuse making the player wait, though.

    --
    Don't thank God, thank a doctor!
  104. Its just a game by partowel · · Score: 0

    levels or no levels? So what?

    If you don't like it, make your own damn game.

    You don't like that car? Make your own.

    IF you think you know BETTER, then prove it.

    Its a computer game. NOT real. It doesn't affect the "real" world.

    Real : physical reality as interpreted by the Five senses of the human body which are processed by the human brain as

    electrical impulses. This is scientific fact. Not some religious bullshit.

    Levels? No levels?

    Boring. IMO THis article should have been completely ignored.

    Next useless article : All games should only have 4 colours. Oh boy. Lets play a game with only 4 colours.

    Or even better : ONE colour. Lets all go back to monochromatic games. Remember those? I do. zzzzzzzzz.

    Computer game. Grow the fuck up.

    Take your levels and cram them up your ass.

  105. Most games really SHOULD have levels by Trerro · · Score: 1

    Levels are still used because in MANY cases, they make sense. There's several reasons for using levels.

    #1 - You simply shouldn't be in the same place.
    Examples:

    Say you're a covert agent. Levels make perfect sense - you have a mission - or maybe a short series of missions - in a set area. You complete your assignment, return to HQ, and get shipped elsewhere. There's no reason to do away with levels in that, because it doesn't make SENSE for seamlessness.

    Ditto on an RTS. Sure, you might be fighting over a whole country, or continent, or solar system, or whatever, but you're still being deployed to major mission areas where they need a skilled commander - again, levels make sense.

    If it's a fighting game, you fight your opponent and move on - 1 fight = 1 level.

    If it's a sports game, you play one game, then head to the next stadium.

    Even in an RPG, where it's one connected world, you still have levels in a way - the ancient temple you need the artifact from, the volcano you have to scale - whatever.

    Reason #2: Difficulty Control

    A tetris-style puzzle game is a bit different, as nothing really changes, but the levels get used for their other purpose - increased difficulty over time. Tetris on level 0 is pretty much impossible to lose - you either have to get ABSURDLY unlucky with the RNG, or you have to majorly screw up, multiple times. On level 15 (or whatever, there's a gazillion versions of the game) on the other hand, most players will fail within a minute or two. Since the game has no end, it's a matter of how long you can last, with player skill measured primarily by how high you can get the level counter, and secondarily how much of a score you can rack up.

    #3: Crowd Control

    This one only really exists in online games, but it's important. When you don't want 1000 people all crammed into a tiny battlefield, or dungeon, or whatever, you're going to need some kind of instancing system, which means a piece of your world needs to be cut off from the main and run as a separate level.

    #4: Mechanics control

    In some games, the rules simply aren't constant. Many online RPGs don't allow players to attack each other... except in certain areas where they can kill each other at will. In some cases, there's also a place where being pvped costs you equipment, designed for people looking for a majorly dangerous area. These are usually segmented off from the rest of the world by some clear boundaries.

    #6. Splitting the game up

    While sometimes this is a bad thing, sometimes it's good too. Can you imagine playing something like Mario Galaxy if it were one giant level. Navigating that would be an absolute nightmare.

    If you really look at it, levels DO make sense in almost every game they exist. Sure, sometimes it's a cop-out to split up would should otherwise be a seamless world for the sake of easier programming, but usually, if the game has levels, it DOES have them for good reaosn.

  106. You must be kidding by monkaru · · Score: 1

    My sons and I used to play games like Mario Brothers (pick a number), X-man and so on. The level breaks were a time for hugs and snacks. We particularly liked games such as Romance of the Three Kingdoms that had natural turn play so we could play the same session for weeks yet the boys could go to school and I could have bath once in a while. **eew* Life sucking games with no breaks were the reason we quit gaming altogether.

  107. Why do we still use punctuation in sentences? by Anonymous Coward · · Score: 0

    Lets break it down even further. Why do we still use punctuation in sentences. Really, on the internet there is no need for someone to stop and breath while reading a sentence. Unless there very weird and read aloud to themselves. Of course, some idiots posting do actually just write entire paragraphs without any punctuation... educated people immediately disregard thier posts. The concept of levels, missions, chapters, objectives, sentences and paragraphs are all part of basic syntax. Its parsable information. If you've ever watched the classic Alfred Hitchcock film "Rope" ( http://www.imdb.com/title/tt0040746/ )It essentially filmed without any camera cuts. They only stopped filming to change film 10 times due to the ammount of film a camera could have. Even still though, it has very distinct acts etc.

    1. Re:Why do we still use punctuation in sentences? by Fleetie · · Score: 1

      I'm speechless!

      --
      "Absorbing your worst..."
  108. Karma by chinhnt2k3 · · Score: 0

    Why does /. still have karma, btw?

    --
    Are you a scoremonkey?
  109. Re:Because content size scales with storage capaci by WhiteWolf666 · · Score: 1

    *shrug*

    It bothers different people differently.

    I find the load times in Half Life 2 unacceptable. I haven't finished the game, and I find the load points way too slow, even on my Core 2 Duo system with fast SATA drives, and 4 gb of ram.

    --
    WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
  110. Because ... by PPH · · Score: 1

    ... you need a good place to pause, come up out of your parents basement, order another pizza to be delivered and grab a 6-pack of cola before resuming the game.

    --
    Have gnu, will travel.
  111. Experts on Slashdot... by PhoenixOne · · Score: 1

    Thank you. I always find it funny/frustrating when people tell me how easy my job is. ;)

    BTW: Do you know that cancer is easy to cure? You just remove all the cancer cells and leave the healthy ones. Should take like two days (three if it is *really* bad)...

    --
    Spell cheek you've failed me four the last thyme!
    1. Re:Experts on Slashdot... by Sycraft-fu · · Score: 1

      Interestingly enough you'll note I never said it was easy, I said it was workable. You can't say "no it isn't" because there are games that do it. Lack of memory is not the issue, at least not on a PC. Doesn't mean memory is the only issue, but clearly you can overcome these issues as games in fact do. Again I invite you to go play WoW and walk around their massive zones. You can tell it's streaming data off the disk too, as you can see the disk kick up as you start moving around. It isn't as easy as just having the whole game stop while you load more data but it works. There is not this disjoint where you can only play with things in memory, if it is on disk it is off limits unless there's a stop to load.

      It is similar to audio samplers. For a good while common knowledge was that if you wanted to play samples, they had to be loaded in RAM. Hardware samplers held all their samples in ROM or RAM, software samplers loaded all samples before playing and were limited by free system RAM. However as harddisks and computers got faster some people realised maybe this didn't need to be the case. So things like Native Instrument's DFD came out. Now you load only a little bit, couple hundred kbytes, of each sample in RAM, the rest stays on disk. Then when the sample plays it starts playing from RAM as the rest is loaded off disk. It works really well. It can run in to problems if you play too many samples at once of course (like hundreds) but it works. These days it is a very common way to do things. Since a single instrument can have a sample set in the gigabytes, RAM just won't cut it.

      I find it funny that programmers assume that because they personally find something hard to do means it isn't doable. Perhaps it just means that you need to learn about new ways to program. Part of the problem is this old concept of a game being a big while loop. Everything executes in sequence. Well, it doesn't have to be that way and indeed games are being forced to change by the advent of multi-core processors. Want to use that second core? Then you code has to be set up so that there are at least 2 threads. You re-conceptualize it from a giant while loop to a bunch of little interacting threads. Trivial to do? Of course not, but that isn't relevant. Nobody said it would be easy, that doesn't make it any less possible.

    2. Re:Experts on Slashdot... by smellotron · · Score: 1

      Lack of memory is not the issue, at least not on a PC.

      Lack of memory will always be an issue. No matter how powerful a computer is, there's always an artist who is able to fill all of the available space with realism. There's quite a bit of detail that exists in the world.

      Even if you are streaming from a disk, you still need some way of limiting speed, otherwise your dynamic region-loading won't be schedulable... so you really have two limits. No more than X bits of data can "exist" locally at any point in time, and no more than Y bits of data can be "created" per second (streamed from the disk, or procedurally generated, or whatever).

  112. Bad examples by atomicstrawberry · · Score: 1

    Shadow of the Colossus has levels. Each Colossi is a level. The main area with the temple can be viewed as a sort of hub world connecting all the levels.

    God of War pretty clearly has levels. You start out on that ship, take down the Hydra boss at the end, then go to Athens, then the desert, then pandora's temple, and so on. God of War II is the same.

    Seems to me that the question you're asking isn't 'why are there still levels?', rather, 'why are there still breaks / loading screens between levels?'. With modern processing power, you should really only see one loading screen and then everything subsequent to that should be seamlessly integrated.

  113. Because we'd never stop playing! by nano_sprite · · Score: 1

    If there were no levels people like myself would never stop playing -the old "When I've finished this level" tactic just wouldn't work.

  114. heeeyyy by RavenMaster · · Score: 1

    I think we're loosing the point of discussion here. One thing is the end of a stage/mission/objective/etc and levels/load times are an other. F.ex : GTA has load times every time you enter a building. GodFather the game doesnt. It is indeed a "free roam" game. As about rpg games and leveling there it's totaly another thing. It is a way the human brain works..When it sees somethg incomplete, it tends automatically to complete it. That's why such games are so addictive. Off-topic tip: So when you write a text that you want ppl to read it align it to the left. If you choose to "justify" it will look good but is no good to read.

  115. Why do we ever have breaks? by philipgar · · Score: 1

    Much like cut scenes, level loads are anathema to enjoyment of game play, and a throwback to the era of the Vic-20 and Commodore 64 - when games were stored on cassette tapes, and memory was measured in kilobytes. So in this era of multi-megabyte and gigabyte memory and fast access storage devices why do we continue to have games that are dominated by the level structure, be they commercial (Portal), independent (Darwinia) and amateur (Angband)?

    I think this raises an even more important question .. . In this era of steroid-fueled athleticism, why do our professional sports have quarters, halftimes, or breaks of any kind? They just stop the action. And a 40 second clock to snap a football . . . This is ludicrous, we should get rid of any breaks in the action. If someone scores, we shouldn't have to stop and let the defense back on the field. Half the fun would be watching today's super-athletes over-exert themselves until they break down.

    Phil

    1. Re:Why do we ever have breaks? by Cederic · · Score: 1


      Find footage of the 2006 FA Cup Final.

      Even with breaks, the athletes over-exert themselves and break down. The team I support won but even watching it left me stressed and tense, the pain of the players was so apparent.

  116. duude! by Anonymous Coward · · Score: 0

    Tetris is SUCH an unrealistic game!

  117. WoW is a bad example. by Actually,+I+do+RTFA · · Score: 1

    In WoW, as you fly, you see monsters/characters popping into existence below you. In Second Life, you can run into objects before you see them. "Seamless" loading doesn't make sense for many first person shooters because of the need for correctness. In WoW you cannot interact with your environment, so it doesn't matter overly much.

    Also, WoW's graphics are not of highest quality. LOD pops, limited numbers of models at one time, etc.

    --
    Your ad here. Ask me how!
  118. For the same reason books have chapters. by Dissectional · · Score: 0

    Zing.

  119. Union by professorfalcon · · Score: 1

    Apparently, it's part of the Boss Union contract. The concept of levels helps assure that member bosses are kept fully employed. The union boss, King Koopa, makes sure everyone in the union holds the line.

  120. They tell me when to stop by Jerry+Smith · · Score: 1

    Just like a book is divided in chapters, a ga... 'book', yes. A BOOK. Like comics but then for people that can't read pictures.

    --
    All those moments will be lost in time, like tears in rain. Time to die.
  121. Ridiculous by Anonymous Coward · · Score: 0

    What's wrong with levels? This is the most idiotic thing I've ever heard.
    Half-Life 2 doesn't have levels. It's paced exactly like Half-Life 1, the only difference is it lets you load different sections of the game at any time. Also, games that don't have levels still have loading times between areas.
    Games that don't have levels are usually built completely different from games that do. Most shooters that have dramatic pauses between levels don't have seemless continuity between loading times, or they just have different pacing altogether. Being modern also doesn't make games more level-free. The Legend of Zelda games were all about roaming about the land, and though they contained dungeons, they never contained levels.

  122. Metroid Prime 3 has load screens by Rai · · Score: 1

    They are just cleverly disguised as elevator animations and other transition scenes.

  123. Antecedent - Behavior - Consequence by 75th+Trombone · · Score: 4, Interesting

    People keep replying that levels are for some technological reason, or else that a story or some other external element requires them. But neither of those are correct. It's HUMANS that require them.

    We need payoff. We need to feel like we've accomplished something bigger than defeating one enemy, but smaller than finishing the game. We need to expunge all the cruft from one section of the game from our minds to make way for new information.

    LAYMAN BEHAVIORISM FOLLOWS:

    On one level, we're getting reinforced all the time when we play games. We see an enemy (antecedent), we shoot the enemy (behavior), the enemy dies and the path is cleared (consequence). A couple of levels up, we have the whole game as one contingency, where playing the game is the behavior and having the game finished is the consequence. (I was having a hard time coming up with the exact antecedent on that one.)

    But other than with very short games, we need something in between those two. Eventually most people will get satiated on the enemy-shooting contingency; without a higher contingency than that, but a lower contingency than the far-away end of the game, there's no strong enough, near enough reinforcement to be worth continuing to play. (At least for a while.)

    END LAYMAN BEHAVIORISM

    Game designers know all of this, so they space out the payoff so that there's always something near enough (end of a level) to be worth fighting toward. Eventually, most people will get satiated even with intermittent big payoff, but it takes a lot longer than if the game was just one big level. And in the end, the main goal of game designers is to keep you playing as long as possible.

    --
    The United States of America: We do what we must because we can.
    1. Re:Antecedent - Behavior - Consequence by MartinG · · Score: 1

      I guess this is why I liked Manic Miner but quickly got bored with Jetset Willy.

      --
      -- MartinG To mail me: echo kewyjlcxyzvjfxbqwh | tr bcefhjklqvwxyz .@adgimnoprstu
    2. Re:Antecedent - Behavior - Consequence by TwistedSpring · · Score: 1

      All that would be great justification for having discrete levels, except for the fact that you can have payoffs without having levels. Cutscenes or scripted events are examples.

      I think obvious levels (LEVEL 1... LEVEL 2 etc) have died out. These only exist in puzzle games. Nowadays we have maps, and these are generally structured to fit together seamlessly. I would not call these levels and I'm sure that if technology permitted it we wouldn't have loading between maps.

      Having separate maps simply makes things easier to develop. Different people can work on different maps at the same time and tie them together afterwards.

    3. Re:Antecedent - Behavior - Consequence by Anonymous Coward · · Score: 0

      I think western culture may be more wired for these short term goals than say eastern cultures as well. One of the things i found really interesting when i first started learning kungfu was that they 'introduced' more belts/sashes for teaching westerners. i.e more levels. Traditional kungfu students would struggle along as a initiate for 7-15 years before becoming a disciple, then if they were lucky a master/sefu one day. My kungfu school however had about 5 levels between initiate and disciple.

      How many westerners would keep rocking up to their saturday karate lessons wearing a white belt for 15 years?

    4. Re:Antecedent - Behavior - Consequence by obarel · · Score: 1

      How many years must I work as a programmer before I am considered a good programmer? I don't even have a white belt yet, and I've been in this game for many many years.

      I thought apprentices were prevalent in the west - you walk around with your "boss", do as you're told, learn on the job, until one day you know enough to have your own business. I guess we lost all that when blacksmiths went out of fashion and 16 levels of management became the norm.

    5. Re:Antecedent - Behavior - Consequence by quite_sick · · Score: 0

      As an example to support your argument, think of the software that runs modern slot machines. Just enough (small) rewards along the way to keep you interested, so that you spend as long as possible entertained and feeding the machine money (the long term loss is some pre-programmed percentage of the money you sat down at the slot machine with).

    6. Re:Antecedent - Behavior - Consequence by 75th+Trombone · · Score: 1

      Nowadays we have maps, and these are generally structured to fit together seamlessly.

      They may fit together, but it's not usually seamless.

      Metroid Prime is the one people point out for having no loading times, but those completely different landscapes separated by elevator rides? Those are levels. Or in a way, "levels" are what happens between picking up major items or defeating bosses. You defeat a boss, and you've completed one level of the game. You pick up a new suit enhancement, and you can get to all sorts of new areas and gameplay changes. All levels.

      My favorite example of an almost-seamless game is Riven. When you finish Riven, things have come together in your mind so that you have no idea how you figured it out without knowing it all ahead of time. But even it had seven separate areas with big-payoff vehicle rides or HUGE-payoff Linking Books between them.

      Some people have mentioned Half-Life 2, which blows my mind, since the levels there are completely obvious. There's the crawling-through-sewers level, the air-boat-riding level, the zombie-filled-ghost-town level, etc., etc., etc.

      I challenge anyone to name a game where you can't divide the gameplay up into discrete chunks separated by pivotal moments or gameplay changes. Those are levels, and they're everywhere, because without them the games would be boring.

      --
      The United States of America: We do what we must because we can.
  124. Uncut Movies by Bones3D_mac · · Score: 1

    There is an early hitchcock movie that was shot in real-time in one take, starting James Stewart. I forget the title, but the gist of it was a bachelor killing someone in his apartment just before a party and hiding the body on scene. The point was to depict the stress of having committed a murder and having the evidence in a place anybody could potentially find it, and somehow remain cool hosting a crowd around the hiding spot.

    At the time it was filmed, they had to load the camera with a replacement reel. During that moment everyone had to sort of freeze in position until filming resumed to ensure a seemless cut from the first reel to the next. No other cuts were made to the movie whatsoever.

    --


    8==8 Bones 8==8
    1. Re:Uncut Movies by marsu_k · · Score: 1

      It's called "Rope", and there are more cuts than just one, but they are done in such a delicate fashion that they're hard to spot. According to our beloved resource, the length of a film reel was about ten minutes back then.

  125. What to do during load times... by sowth · · Score: 1

    Reading these posts, it makes me wonder why they just don't put mini-games in during loading times. I remember a friend installing a linux distro which let you play tetris while it was installing. He loved it. Then again, I wonder why they don't let you make config settings while the packages install--yeah, I imagine it would be difficult to parallelize that...

    1. Re:What to do during load times... by Anonymous Coward · · Score: 0

      The new Caldera Linux ! Now with tetris !

    2. Re:What to do during load times... by darthflo · · Score: 1

      Can't cite any sources on that, but as far as I know, "putting mini-games into load sequences to avoid user boredom" has been patented at least once. Way to go for innovation, dear patent system.

    3. Re:What to do during load times... by Killjoy_NL · · Score: 1

      Correct and the patentholder is Namco if I'm not mistaken.

      --
      This is the sig that says NI (again)
    4. Re:What to do during load times... by MonkeyboyITP · · Score: 1

      I remember an older Tony Hawk game doing this, they had pong as their loading screen. My friends had so much fun playing pong that they didn't care what was loading.

    5. Re:What to do during load times... by Killjoy_NL · · Score: 1

      On the C64, I had a really old Inspector Gadget game, but during loading this other game came up, took me a while to figure out that the game was loading while this pre-game was playable (I was quite young at the time)

      --
      This is the sig that says NI (again)
    6. Re:What to do during load times... by heinousjay · · Score: 1

      So thinking up something no one has ever done before shouldn't be patentable? Are you using the "I really really want to take your idea and use it myself" reasoning I read so often on this site, or do you have something fresh?

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    7. Re:What to do during load times... by darthflo · · Score: 1

      I'm using the "I really like this idea and would love to see it in more products to the benefit of us consumers." As previously noted, I don't have the actual patent text here, but am pretty sure the patent was filed in the 80s or 90s. If the patent system was to be changed to protect an idea for five or ten years and then turn it over to the public domain (that's still a long time), innovators would have an incentive to invent and patent their innovations but continuing development wouldn't be handicapped so badly.
      Still nothing fresh, though.

    8. Re:What to do during load times... by Skreems · · Score: 1

      Since the point of the patent system is to encourage innovation, it should be limited to things that take at least a bit of research and capital expenditure to produce. "Flash of inspiration" type ideas where you just combine two existing things fail the obviousness test for a good reason. How much effort do you think went into putting a mini-game over a load screen? I doubt they spent hundreds of hours researching possible answers.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    9. Re:What to do during load times... by qeveren · · Score: 1

      They had a Breakout clone during the level loading back on the old Major Havoc arcade machine...

      --
      Don't just stand there, get that other dog!
  126. Because... by lnxpilot · · Score: 1

    completing levels give the player a sense of accomplishment and an easy basis of comparison against competing players ("I passed level 3").

  127. Why...? by Anonymous Coward · · Score: 0

    So that there is time for cake.

  128. Its not a stupid question by Frozen+Void · · Score: 1

    It probes the stagnation of design philosophy :Level-based games are discrete chunks of gameplay,and level-less games redistribute content into one big meta-level which is more homogeneous in detail(and much rarer in games).Like experience points,these levels indicate how "far" you advanced inside the gameworld.
    When the story is non-linear(do whatever) there is no need for such content levels,they could be better quantized as skill level or material advantage ingame.
    The real question is:Why most games remain linear? Why do we need the hierarchy of gameplay experience based on invested gametime(i.e. time/strategy vs immediate skill/tactics)?

  129. Elite by maroberts · · Score: 1

    Did not have levels, but you soon knew about it if you tried to enter an anarchist system in a basic ship!! Elite allowed you to select which systems you went to guided by the information on how lawful the system appeared to be.It was a sort of personal level selection.

    --

    Donte Alistair Anderson Roberts - hi son!
    Karma: Chameleon

  130. Toilets are overrated (in games at least) by denzacar · · Score: 1

    Duke Nukem used the toilet. Look what happened to him.

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
    1. Re:Toilets are overrated (in games at least) by dintech · · Score: 4, Funny

      Duke Nukem used the toilet. Look what happened to him.

      Constipation. He's stuck on it 'forever'.

  131. Multiple tape loading on 8-bit machines by FoamingToad · · Score: 1

    There were a couple of games that required tape loading _after_ the 'main' section had been loaded. The only one that I can bring to mind is Outrun (on the Spectrum). Someone else mentioned Gauntlet, which did a similar trick.

    In addition to the game engine, each stage was separate, with the first stage being loaded with the game engine. At the end of each stage there was a fork in the road with the player given the option to go left or right.

    IIRC you had four stages to complete to win the game, so there were nine additional code sections as well as the main loader. The continual loading got old very fast.

    I was lucky enough to have a Spectrum+ 128, which could cache a handful of levels. The first run through the game was painful because you had to preload the additional stages, then you could have an almost continuous run through.

    Ah, the memories...

    F_T

    1. Re:Multiple tape loading on 8-bit machines by stevey · · Score: 1

      I seem to remember that R-Type on my +2A required reloading previous levels if you died and started again at level 1. That was very annoying ..

  132. fffff by italy · · Score: 1

    games still have levels for the same reason music still has albums. it's a decent presentation for ideas/stories, and you can easily adapt it in a linear fashion (i.e. beginning, middle, end)

  133. Levels work sometimes by lewp · · Score: 1

    Some games benefit from levels as a kind of marker for your achievements and progression through the game. Portal is a good example of this, with the levels you have conquered representing the skills and techniques you have mastered.

    It's the same thing with RPGs. I've heard the level system criticized as outdated and unnecessary, but looking at someone and being able to say "he's level 20" is a concise way of communicating with other people exactly what kind of player you're talking about.

    --
    Game... blouses.
  134. For Player satisfaction by Anonymous Coward · · Score: 0

    So when you talk to fellow players, or read on a forum, etc. you can say "I'm stuck at level 33!", "I've beaten level 69 doing it upside down" and so on.

    Not to mention that after escaping and killing some thousands of enemies, and 1% health left, reaching the room with the switch and seeing "loading next level" is very satisfying, is the confirmation of success of your efforts.

    Third, players have less chances of getting lost. In a large world it's easier to remember locations if it's divided in sections in some way. I don't have problems finding the cave above lake Hylia, quite some and finding that strange tomb near some city it might have been Balmora - or was it Caldera ? - on the east - or was it west ?...

    This is the same reason why most non-online RPGs still have levels (same name, different concept, see http://www.giantitp.com/comics/oots0012.html) one way or the other.. it's easier to say "13th level vampire" than "some guy who takes pain in the sunlight with 100% magery and 79% swords and.. and.. and.. and.

  135. levels are a narrative tool by sentientbrendan · · Score: 1

    One element that is so frustrating with modern games, is that once something becomes technically possible, everyone feels compelled to implement it in their games, whether or not it improves the game itself.

    We can discard levels now. Should we? Well, if your game is essentially a sandbox that you can run around in and do whatever, that's fine. If your game runs on a rail, or if you have any narrative story in it whatsoever, then the word level often just means chapter. It is a good thing to have because it breaks the story up into digestible chunks and gives a pause in the action where the user can feel comfortable saving his game and taking a break.

    Also, from a technical standpoint levels break the game into a number of subgames that can be tested independently, without worrying about something that happens later in the game effecting something earlier. They also help to prevent the user from introducing unintended nonlinearity in the plot, and essentially breaking the story line. I've seen a lot of so called sandbox games with very fragile plots.

  136. All games have levels by Talgrath · · Score: 1

    Call it what you will, call them "areas" if you prefer; but every game has levels. Metroid (mentioned in the summary) has levels, they make it look like its seamless but all they are doing is hiding it by delaying the door opening, the elevator taking longer or having to use your ship. Other games might hide their level load screens behind cutscenes, examples being Gears of War and Heavenly Sword. GTA has different areas that you can move between fairly seamlessly; that doesn't change the fact that every area was created at a different time (possibly by a different person or persons)and has a different level of difficulty to do things. MMORPGs are the only games that don't load the new level, instead connecting you to the server for the new area which already has the level loaded; but the world is still subdivided. What the author is really asking is why do games still have loading screens? The answer is simply because not everyone can hide them or they want the levels to act like chapters in a book, giving some dividing lines to either skip to the interesting parts or subdivide the story.

  137. That doesn't necessarily scale by Moraelin · · Score: 2, Insightful

    Well, that doesn't necessarily scale.

    I guess the best way to say it is: it boils down to how long your loading times are. If they're fast enough, sure, you can put them in a background thread. If not, not.

    It may sound like merely stating the obvious tautology, but there are some actual game design implications there.

    If we decide that all games must be seamless and loading screens are sooo last century, then that puts an upper limit on how complex your game can be. Complete changes of scenery (e.g., from jungle woods to high-tech research bunker) are right out, because there you get to pretty much replace the whole set of textures. Extremely high polycounts and texture detail are out too, because obviously loading another 16 MB for the next zone is much faster than loading 256 MB for the next zone. And extremely complex scripts and dialogues are out too, because one way or another you do end up loading them.

    You can't really have both. Morrowind tried, and it became just a case of annoying breaks more often, instead of them being at points where you're warned and expect a load time. Instead of having one load screen every zone change, it just ended up having one a hickup every 30 ft. It just became a constant annoyance.

    Second, keeping in memory the data to decide exactly what you want to load means more memory needed too, so it comes at the expense of something else. Sure, you don't need much RAM to decide it when you load just terrain for a FPS, but in a complex RPG it can be subtly more complex. The more that could have changed in the world as a result of the player's actions -- or of player mods -- the more you might have to process an area before it's ready to render.

    Pre-optimizations are also right out. You can't pre-compute too many NPC's paths and schedules, if you have to be ready in milliseconds. So that again will have to come at the expense of something else. Either then you need more CPU power during the game, or you load the pre-computed data to a file... but that again brings you back to the problem that now you're waiting for IO, so you have to reduce some other data being loaded. It also throws a spanner into modding, since now changing a cell -- Morrowind or Oblivion style -- essentially invalidates anything you might have pre-computed when developing the game.

    Basically what works for a flight sim, may not necessarily be the best way for a complex RPG like NWN2.

    That's not to say that you'll end up with a bad game. WoW can be seamless and a good game. But if you re-read the above paragraphs and have played WoW, you might recognize some of the tradeoffs they had to do, to keep it seamless.

    It's not applicable to all games, that's what I'm saying.

    Elevators too, are nice but aren't for all games. You'd be hard pressed to justify an elevator in a medieval setting, for example. Heck, even in a modern setting, if you have elevators between bits of outdoor scenery, it looks just bloody stupid.

    So basically, yeah, it would work in an old-style FPS consisting of small mazes of small rooms. But I'd rather that not all games became clones of Quake 2 and its engine's limitations.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:That doesn't necessarily scale by trdrstv · · Score: 1

      Elevators too, are nice but aren't for all games. You'd be hard pressed to justify an elevator in a medieval setting, for example. Heck, even in a modern setting, if you have elevators between bits of outdoor scenery, it looks just bloody stupid.

      I think you took the suggestion too literally. That's just an example of how the Metroid series gets around it, but you could insert "hallway, tunnel, path in the woods, alley way, etc..." something that is confining and limits how much you see and is long enough (time wise) that by the time you are on "the other side" everything is loaded.

  138. cuz... by WoollyMittens · · Score: 1

    Because books have chapters and movies have scenes.

  139. Elite. by leuk_he · · Score: 2, Informative

    If you do a hyperjump between galaxies that surely counts as a "level" to me. You cannot simply go back to the previous planet, if you do that you will have to fight all the pirates all over again since that level is loaded again....

  140. Well, we're not really talking about levels... by Samgilljoy · · Score: 1

    Comments are all over the place, but then so is the summary. It would have been better to ask something like "why do games have zones that have to load?" Sometimes, the loading phenomenon is a matter of moving up a level in a game, and sometimes cut scenes are useful for a storyline or some such thing, but the actual issue is why we have wait and drum our fingers, when we want to keeping pwning orcs or zombies or whatever, and are merely moving between areas. If you are talking about genuine level transitions, like the acts in Diablo 2, it really isn't an issue - it's a part of the game that makes sense and a necessity technically. In other circumstances, you might eat your mouse in frustration, because you can run from OG to Tanaris without loading, but you can't go from Freeport to Neriak without loading twice, which is just annoying. So...I'd say the relevant comments below are the ones that discuss memory issues.

  141. Bad Cut Scenes by stewbacca · · Score: 1

    Bad cut scenes come from one thing: bad games. Cut scenes can add to the depth and layers of a game, ala Warcraft II. The only thing I see wrong with cut scenes is when they are superfluously added as "filler" or are done as an afterthought to "fill up to CD-ROM".

  142. Odd question - levels = achievement by Lazy+Jones · · Score: 1

    One of the captivating properties of games is that they give you a sense of achievement for your efforts. Levels are one (traditional) way to implement that. They also serve to give you a sense of how far from the end you are (if there is one) and a way to communicate your progress to others efficiently.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  143. Same analogy by yuri2001 · · Score: 1

    Modern printing system can print billions of pages in a row and yet, damn authors still write chapters !

  144. Come on, that's easy! by turing_m · · Score: 1

    If games didn't have levels, you couldn't catch the first rays of the morning sun glinting through the window and tell yourself "Just one more level!".

    --
    If I have seen further it is by stealing the Intellectual Property of giants.
  145. I wonder why some games still have scores by haaz · · Score: 1

    I think we saw a ground change with DOOM -- no points, no score, just survive and kill everything in sight. I don't pay a lick of attention to scores nowadays unless they're really obviously pointed out, such as on a transition between levels.

    Zuma, currently one of my favorite games, does have scores and levels, although the levels are much more important, as it changes the map the balls roll through. The score is less relevant, but it's there. Most of PopCap's games seem to have both scores and levels. (Dave, any comment on that?)

    --
    -- haaz.
    1. Re:I wonder why some games still have scores by EmagGeek · · Score: 1

      Scoring has been frowned upon for years by child psychologists, because it allows kids to differentiate themselves on the basis of competition. This leads lower scoring kids to have feelings of inferiority, lack of accomplishment, and inadequacy.

      I know it sounds ludicrous, but this is why some schools in my area no longer keep score in their sports programs, and kids are disciplined if they keep score on their own or talk about it during game play.

  146. Intriguing question. by duckbillplatypus · · Score: 1

    This is like asking why books have chapters. Or websites have sections? Or why your house has rooms?

  147. Progress by AkumaReloaded · · Score: 1

    I am not sure if this has been mentioned yet (no time to read all 330+ comments). But how about progress. People want to feel they have progressed in the game. Levels is one way to achieve this feeling.

    The same way in a sense, that RPG characters, level up and get stronger, you progress.

    So without any levels, you might have an unsatisfied feeling after you finish the entire game.

  148. Me, too! by weierstrass · · Score: 1

    Also 'Legacy of Kain: Soul Reaver' for playstation which worked quite fantastically without load screens. Sometimes going thru portals takes a few seconds (literally, 2 or 3), but you can walk thru the whole game without teleporting and without any pausing or freezing, ever.

    This shows that it is not a real issue of hardware limitations like some people have written above as this was on the (underpowered by todays console or PC standards) PS1 and the graphics/sounds aren't particularly crap for that game. Oh, it's because graphics have got a lot better on games since then? This is all you need to know about the games industry - chasing more and more advanced 'realism' instead of making architectural changes to games engines which really improve gameplay.

    --
    my password really is 'stinkypants'
    1. Re:Me, too! by PhoenixOne · · Score: 1

      If we tried to release "Legacy of Kain: 2" with the same graphics and sounds, we would sell a few dozen copies. Users expect more than that.

      I found the HL2 load screens annoying, but I don't recall a single review that even pointed them out. I do however recall seeing a couple reviews comment on the dated look of the graphics.

      --
      Spell cheek you've failed me four the last thyme!
  149. Invade-a-Load by tepples · · Score: 2, Informative

    but as far as I know, "putting mini-games into load sequences to avoid user boredom" has been patented at least once. Way to go for innovation, dear patent system. Namco's U.S. Patent 5,718,632 is still listed as valid only because nobody has been sued yet. If Namco were to sue someone, someone would complain that the invention was obvious to anyone skilled in the art who had seen Invade-a-Load.
  150. Gauntlet C64 by pragma_x · · Score: 1

    You reminded me of the time my friends and I tried to "beat" Gauntlet on the C64.

    I think we made it to something like level 54, playing two people at a time, in shifts.

    It took hours, and several dozen sodas. It felt like we spent as much time watching levels load as we spent playing them. It kind of made those "bonus" levels a penalty of sorts: 2 minutes loading, 20 seconds playing, another 2 minutes loading, etc.

    Gauntlet most certainly falls in the "game data loaded from disk" category. The old SSI AD&D games were another good example of that, with dungeons, towns and the overworld each being requiring data from disk. //should have sprung for a fastload cart.

  151. Levels feed into graduation programming by grikdog · · Score: 1

    Life is levelling up, right? You were abandoned by your working parents, so you levelled up from pre-school to kindergarten. You levelled up every year, except (in your case) fifth grade, all the way through high school. You probably got diplomas and certificates along the way. Assuming you graduate from college, you might even get to hear Dick Cheney spewing wisdom down your ear canal like Hamlet's uncle. If you achieve the lofty heights of grad school, you'll get to wear a fancier costume and command a fancier salary in your chosen profession (possibly the arcane field of pre-Raphaelite influences on iPod design).

    Eventually you'll even achieve a Ph.D., or Fudd, as we call it here in Realworld, and if your grip on actual quantum mechanics has been (heh) level enough, you might get a call from Dull-sounding Dynamics, which is constructing the world's first wavebent camouflage for Japanese Gundam suits. You'll have meetings. You'll climb the corporate ladder. You'll level up.

    The simple answer is ... uh ... simpler. It's show biz, and ya gotta shift the scenery. Don't notice the ninjas, ok? They work backstage.

    --
    ``Tension, apprehension & dissension have begun!'' - Duffy Wyg&, in Alfred Bester's _The Demolished Man_
  152. I never liked the idea much. by SanityInAnarchy · · Score: 1

    It seems pretty obvious, anyway, although maybe that's because I've seen tons of games use similar techniques.

    But the point is, you don't need FMVs, period, and you certainly don't want to force them on your users everywhere your engine forces a level break.

    My comment about the "cinematic" HL2 sequence was to point out that you don't need a technological limitation and an actual "Loading, please wait..." screen to make a break in story continuity.

    --
    Don't thank God, thank a doctor!
  153. Cassette loading? It's the arcade games, stupid. by saddino · · Score: 1

    a throwback to the era of the Vic-20 and Commodore 64 - when games were stored on cassette tapes, and memory was measured in kilobytes

    By the time we were playing games at home on machines such as these, the video game industry -- and game design -- were already well established on arcade platforms. Arcade games at the time were burned into ROMs, and given the expense of hardware and memory, the more reasonable factors for "level based" game design are 1) it was hideously difficult to design a complex game with such constraints, 2) the economics of the arcade industry relied on short entertainment bursts, hoping to "hook" the player into using another quarter to play again (or the utterly genius notion of "continue"), 3) the first arcade game players couldn't understand complex games (e.g. the failure of Computer Space vs. the success of Pong).

    Both of these factors led to simple "one level" showy games (e.g. using memory to maximize graphic and sound effects) that would simply progressively get harder. Each level was in many ways just a sped up version of the previous level. Once this routine was in place and proven (via weekly receipts of Pong, Space Invaders, Pac Man, etc.) it was hard to break out of this mold. Games such as Donkey Kong and Ms. Pac Man were groundbreaking in the sense that instead of one true "level" of play, multiple levels were rotated to increase the playability of the game (and deal with their customers' ever-increasing sophistication at undesratnding how video games worked). The next modification came in games such as Phoenix and Xevious, where a "boss level" was introduced as a goal for players to reach. But nearly of the biggest revenue generating video games were level based.

    As to why: perhaps the human brain is simply wired to prefer short-term goal attainment?

  154. Carry-over from a time when they were necessary by vnaughtdeltat · · Score: 1

    Why do men still have nipples?

  155. A sense of accomplishment by MikeBabcock · · Score: 1

    Because people like to have a sense of accomplishment, as well as being able to compare with friends.

    Why do books have chapters for that matter?

    Why do roads have names?

    Why do we name the stars or planets?

    Order helps us keep things straight. Levels are a form of order. Worlds are another (like Super Mario) and so on.

    Sure, MMORPGs don't need "levels" ... they have items and character levels instead.

    --
    - Michael T. Babcock (Yes, I blog)
  156. I don't come down to the docks and knock the... by PhoenixOne · · Score: 1

    Relax, I know how it works (I do this for a living). I can give you a dozen examples of games that have done it right and reasons why some games don't do it at all. I was just commenting on "Slashdot Experts".

    By your posts, I'm guessing you're not a programmer (or at least not one with experience). All of the programmers I know don't give up on something because they find it hard. Learning to program is hard, getting a job in the game industry is hard, working 80-90 hours a week for months on end is hard. Programmers who give up when something is hard don't last.

    That said, there is a big difference between something being possible and being practical. HL2 doesn't do load-waits because their core engine isn't set up for it. Other game engines are. Could Valve rewrite the engine to handle streaming data? Sure (in fact, I'm guessing the next Source engine will do this). But is it practical? I'm guessing no or they would have done it (Valve programmers don't give up because something is hard).

    --
    Spell cheek you've failed me four the last thyme!
    1. Re:I don't come down to the docks and knock the... by Sycraft-fu · · Score: 1

      I don't know that I'd use Valve as a great example. Their director at least seems a little... whiny and seems pretty sure his way is the best. I can't find a link right now but Gabe complained quite a bit about the decision to go with multi-core processors in computers and consoles saying it was too complex and couldn't be taken full advantage of. Ok fine, but there seems to be a good number of game out there that are taking advantage of dual cores and loving it, and that didn't even take all that long to patch to do so (or launched like that). While it wasn't just a thing of "Oh click the 'work with 2 cores button'," it wasn't the massive problem he made it out to be.

      The problem I find with programmers (you are correct I'm not one, I just work with them) is that they often get set in their ways and more than that, convinced that the way they do something is the One True Way(tm). So if their method for doing something precludes a given thing (like a game without levels) they dismiss it as something that is inherently undoable because of "X" limitation where X can be hardware or whatever. However what I've seen is that this is not often, I'd even say rarely, the case that there is a real limit that makes it undoable. It just requires changing how you think about things and how you do things.

      My point was simply that at least on a PC (I don't have experience with console so I can't speak for there) memory isn't the reason you can't do it. There is enough memory that you can hold all the data for what the player sees, and enough data around the player, that you can get new data off disk as needed and not have to have a level based loading procedure. There's not enough memory to hold everything in a game at once (though I'd argue in some cases it's close) but there is enough to hold enough of the world, and the rest of the hardware is fast enough to handle getting more data in as needed.

      The limitation isn't hardware. I think the other threads, talking about how episodic content works well in all media, not just games, are much more on the mark. Some things are good as a fluid set, other work better with natural breaks. So if you game is one where levels are good for telling the story, wonderful, use them. However if your game is better done continuous and you can't figure out how, don't blame the technology of being too limited.

    2. Re:I don't come down to the docks and knock the... by PhoenixOne · · Score: 1

      Sorry, I don't have time to keep answering you (turkey is done, now I have to work), but this is an example of a little knowledge being a dangerous thing.

      I fall into the same trap when I watch football ("Why the hell doesn't he throw the ball to number #47? They shouldn't of punted.", etc.). I know enough about football sometimes I think I could do better, but there is a reason NFL coaches make big bucks and I'm stuck watching the game on TV. ;)

      Hope you enjoyed your turkey. I have three "undoable" tasks to finish before my next paycheck.

      --
      Spell cheek you've failed me four the last thyme!
    3. Re:I don't come down to the docks and knock the... by Sycraft-fu · · Score: 1

      Actually I'd say it's a case of too much hubris in your knowledge being a bad thing. Sorry if this seems harsh but you strike me like many programmers I see on Slashdot in that you seem to think you know everything about programing and that those who aren't programmers by trade don't understand it. Well indeed it might surprise you what I do know about programming but that really isn't relevant.

      The main point is the self-assured attitude that "I'm the expert, I understand this, you don't." Turns out, rarely is your understanding as complete as you'd like to think. This is, likely, the source of all the programs out there that make people go "What were they thinking?"

      As an example: Guy at work contacted us because he needed to do things over the wireless to a wired server, and that's a firewall in the way. Ok no problem we needed to know what port he needed open. His answer? All of them. The reason was he had multiple devices and they had to talk at the same time. So a device would say hi to the server on a predetermined port, the server would give it a new random port, and they'd then use that for communication. I told him that wouldn't work, we aren't turning the firewall off, he needed to use a single port. He said that wasn't possible, you can't have multiple things talk on one port at the same time. I asked him how he thought a webserver worked.

      Ok so that's an example of someone who really didn't know what was going on to a surprising degree but it is an excellent example of what I'm talking about. He was sure he understood how it worked, and dead certain he understood more than me. After all, I'm just a systems/networks guy, I just maintain it, what would I know about writing code? Well, more than he thought, in the end he was made to understand that yes, he'd have to rewrite his app to only use one port since not only were we not going to take down our firewall, nobody else is either.

      I think that when you get really engrossed in a field you are susceptible to becoming overconfident in your own knowledge, that you are, in fact, the Smartest Motherfucker in the Universe and thus don't need to hear from others. There's countless examples of this throughout history.

      At any rate I'll leave you with that, if you truly can't understand the point I was trying to make, and truly don't think that anyone who's not a programmer by trade can't understand programming at all, then we'll never find common ground.

    4. Re:I don't come down to the docks and knock the... by PhoenixOne · · Score: 1

      I think you're project somebody else onto me.

      In any case, this has gotten *way* too personal and *way* too far off-topic (and, yes, I'm as much to blame as your are for that). :)

      Peace.

      --
      Spell cheek you've failed me four the last thyme!
  157. on the irrelevance of war by cyberon22 · · Score: 1

    About suffering they were never wrong,
    The Old Masters; how well, they understood
    Its human position; how it takes place
    While someone else is eating or opening a window or just walking dully along;
    How, when the aged are reverently, passionately waiting
    For the miraculous birth, there always must be
    Children who did not specially want it to happen, skating
    On a pond at the edge of the wood:
    They never forgot
    That even the dreadful martyrdom must run its course
    Anyhow in a corner, some untidy spot
    Where the dogs go on with their doggy life and the torturer's horse
    Scratches its innocent behind on a tree.

    In Breughel's Icarus, for instance: how everything turns away
    Quite leisurely from the disaster; the ploughman may
    Have heard the splash, the forsaken cry,
    But for him it was not an important failure; the sun shone
    As it had to on the white legs disappearing into the green
    Water; and the expensive delicate ship that must have seen
    Something amazing, a boy falling out of the sky,
    had somewhere to get to and sailed calmly on.

            -- Auden

  158. Prior art by tepples · · Score: 1

    Curious myself, I did a little googling and found quite a few references to Namco's patent #5718632 Issued on February 17, 1998. Wikipedia says the C=64 had it a decade earlier. Eat it, Namco.
  159. Re:Because content size scales with storage capaci by tepples · · Score: 1

    (I mean, the chapters in Halo games usually represent hours of "time passes" anyway... would be really, really boring to do them in real-time.) Animal Crossing for GameCube and DS has its own way of doing "time passes": read the system's real-time clock and make the next mission available the next day, or the next month, or...
  160. Prior art by tepples · · Score: 1

    I remember having a discussion about this about my brother. I think some asshole company (like Acclaim or Namco something) got a patent on having mini-games during loading screens. How something so obvious can be patented is beyond me Especially given that Mastertronic had done it nearly a decade earlier.
  161. crossing? by tepples · · Score: 1

    wouldn't it be kinda stupid to play all the uneventful years between those "jobs" in realtime? It'd feel like Animal Crossing, no?
  162. HL1 had levels... by nog_lorp · · Score: 1

    Some people might be referring to HL1 from memory, but having replayed HL1 somewhat recently, it has levels, or at least 'acts', where the screen cuts out and then fades in from black, displaying a 'level name' in white. Planet HalfLife's walkthrough refers to them as Episodes: Anomalous Materials, Unforeseen Consequences, Office Complex, We've got Hostiles, Blast Pit, Power Up, On A Rail, Apprehension, Residue Processing, Questionable Ethics, Surface Tension, Forget About Freeman, Lambda Core, Xen, Gonarch's Lair, Interloper, Nihilanth.

    ~nog_lorp

  163. Uh... by Tauo · · Score: 1

    The idea of levels isn't just for loading screens. Can you imagine a Perfect Dark or MegaMan (with the exception of the *ahem* MegaMan Legends/64) without levels? And the Metroid series does have a type of level, as each part is independent of each other. Levels are simply there to divide the game, to make it seem not so overwhelming, to give respite, and to categorize missions/objectives!

  164. hmmm by IntelliMoo · · Score: 1

    Technically, in HL2, what are considered levels are not -- they are called chapters, because a game such as that plays out like a novel (or interactive movie, in this case). It also gives the player a feeling of accomplishment in moving on between chapters. But it's an interesting discussion. :)

  165. Story continuation? by lorenlal · · Score: 1

    Becuase you can't kill some commies as a British soldier, and run all the way to the middle east, change your uniform to the US Marines and waste terrorists there...

    Well... You can't without taking a break, or a hell of an in-game flight.

    Oh.. The flashbacks suck in real-time too.

  166. Why Do Games Still Have Levels? by Anonymous Coward · · Score: 0

    Because players need a reward system and a sense of achievement.

    C'mon guys, string a couple brain cells together, it's not hard.

  167. We like measure by SpacePunk · · Score: 1

    Games have levels because humans like a measurment. So, we measure how far we have completed a game by the level that we are either playing, or have reached. It's like money. We measure how well we are doing in 'worth' by how much money/assets we have/make. Everything has it's measurement, and levels is just what most humans can understand in game terms. Might as well ask "Why do we use money?" when there's no real use for it beyond it being a measurement. Just propose to someone a utopia where there is no money, they'll look shocked, and most likely the first question/statement they'll have would be something like "How would you know if you were sucessfull or not?"

    There ya go.

  168. Oh the irony! by billcopc · · Score: 1

    As a former game developer, I find it hilarious that the very people criticizing game design are those who couldn't produce a play-worthy title even if they drank Warren Spector's urine every day for seven years.

    I hate load times as much as the next guy, probably even more because I have a beefy machine that should negate them, but today's games have levels because, well, they do. You don't go whining to Peter Jackson when he cuts from scene to scene, and a one-shot movie is neat when you're a pretentious film student, but pretty boring anywhere else.

    Levels break up the story into discrete chunks. They offer a convenient pivot to introduce plot twists, new challenges/tools, new landscapes; it's analogous to a fade-to-black. Those who complain about realism and immersion, well tell me this: why do you play games ? Is it because reality is kinda boring and you want an escape ? Then why would you want the escape to be identical to the boring thing you're running away from ?

    I'll take a recent example: Crysis. You walk, drive and fly from the beginning to the end. There are maybe 3-4 loading sequences where you stare at a progress bar for a few seconds, then reappear in the same area but differently framed (e.g. fly over a naval fleet, and after loading you findself on foot on the ship, a few hours later in plot time. I can live with this, as the action radius shifts from a 20-mile canyon to a 400-foot naval carrier; it gives the player confirmation that the tedious flying and shooting is over, you've (temporarily) beat the bad guys, and get a chance to snap back into the run-and-gun mindset. Even when there are dramatic plot transitions, you're still pushing those movement keys and shooting down the bad guys. The few "cutscenes" in the game are actually rendered by the game engine so there's no pause, no transition, and when the speech is over you still have your finger on the trigger.

    You could change the names, and that last paragraph would apply to Half-Life. If the game designers didn't want a loading pause, they wouldn't be one. Technical limitations aren't such a huge obstacle anymore, with plentiful Ram and fast storage you can buffer hours worth of content long before the player ever reaches that area.

    There are some folks that just don't put any effort, and still approach game design like people did 30 years ago. Sometimes that's a good thing like arcade games, which will always have a market in those who don't want to sit down for a 2-hour adventure.

    --
    -Billco, Fnarg.com
  169. Mass Effect by steveo777 · · Score: 1

    Just want to vent my frustration with a very good game. Load screens (the freezing in gameplay) every fifteen seconds in Mass Effect are extremely annoying. It doesn't tend to happen in battle, but the frame rate often drops during battle. Strange. Back to loading, it's annoying. Especially when you take into consideration that the DVD drive never spins down. With games like Halo3 and Assassin's creed constantly loading vast and intricate landscapes... you'd think that Mass Effect would have no issues with loading a all the confined spaces rather quickly.

    --
    This sig isn't original enough, it's time to come up with something witty...
  170. The Real World Does Have Chapters! by kaladorn · · Score: 1

    Real life, in fact, has chapters. You can tell the breakpoints because they are separated by what we call 'sleep'. There is your meatform load screen. People who want continous flow forget this usually imposes further technical challenges (as someone who has written dynamic cell loading code for a massive multi-user platform, I can say that with some confidence). If you're going to do dynamic cell loading and you want to do it efficiently, you need to decide how you're going to load the cells intelligently. You also need to find a way to do this in the background, without disrupting currently active cells. Portaling/Teleporting around seemlessly could be an even bigger challenge. Of course, all these and other challenges can be handled, but they'll eat some CPU, some memory, and add some code complexity. Is that where you want your game dev $$$ expended? Is that really the best use of those $$$? And besides, I don't know about anyone else, but the logical breakpoints of level loads often let you shake out the tension in arms and wrists, unkink your neck, and refocus your eyes a few times somewhere else. Probably good to have these sorts of minor breaks in game flow.

    --
    -- Mal: "Well they tell you: never hit a man with a closed fist. But it is, on occasion, hilarious."
  171. You must be new here... by SanityInAnarchy · · Score: 1

    LGPLv2 would probably work.

    BSD only requires attribution, if that.

    --
    Don't thank God, thank a doctor!
  172. Online games (ie kart) are more fun with levels :) by mm05 · · Score: 0

    Levels can allow to setup with similar-level of skills opponents. This is really great to ensure you have the most fun in online gaming.
      Here are two Kartrider examples:
    If you are a newbee, you only get to play with newbees (others cant join your games).
    If you are a pro, you get to play with pro-level players without newbees wasting your time and fun

  173. Because entertainment needs to be bite-sized? by Anonymous Coward · · Score: 0

    If you take the article's logic and apply it to novels, you might conclude that books still have chapters because:

    1) Printing constraints - to let the printing press cool down.
    2) A Pacing mechanism to give your eyes a one-page rest.
    3) Escalation of reader level - Earlier chapters easier words.
    4) Unity of chapters - So you can have "the flashback chapter" or "the monologue chapter"
    5) Design Constraints - So that multiple authors can work on the same book.

  174. Subject by Anonymous Coward · · Score: 0

    we humans- most of us anyway- tend towards conservatism. familiarity has its advantages.
    levels exist. levels will continue to exist as long as people enjoy levels. reasons abound.

    but by all means, play whatever sort of games you choose.

  175. Continual Arkanoid! by StCredZero · · Score: 1

    (arkanoid especially would be a COMPLETELY different game with some kind of continual level)

    What a COOL IDEA! Continual Arkanoid! You could just have the blocks move down slowly, and provide voids to get some nice multiple bounces! The blocks could be lethal to run into. The permanent blocks would dissolve for some reason when you got to them, of course.

  176. Levels server a literary purpose. by afedaken · · Score: 1

    Just a theory:

    Ignoring the obvious programming shortcuts that they afford, levels can offer the same literary features that a chapter break offers to a printed work. It gives the opportunity to build tension, change scenes, or shift the focus from one character to another.

    --
    If there's a castle floating upside down in the sky, then there's a castle floating upside down in the sky.
  177. Here's why by godfra · · Score: 1

    So that I can go to bed. Open ended games rob me of sleep - at least with levelled games I can aim to finish that level, then go to bed. Of course you could argue that I have no discipline over my gaming... and you'd be absolutely right.

  178. Floating point instead? by qinjuehang · · Score: 1

    I think a better system than levels is to make them floating-point (sorta), so the transaction between levels would be seamless, unless you are a person who looks at the 5th number behind the decimal point (Or maybe 16 for C++ minus 3 digits). However, the current level-based system is a staple of most RPGs, and gamers are just accustomed to them, just like graphics designers are accustomed to parallel projection in 3D, and layers in Gimp/PS (me at least). So speaking in a commercial sense, it would be unwise to remove the level based system, as it would mean that gamers would have to learn many concept from scratch.