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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?"

87 of 512 comments (clear)

  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 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.

      --
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    3. 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.

    4. 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.

    5. 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.

    6. 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).

    7. 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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    8. 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.
    9. 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.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    10. Re:HL2 Has Levels? by Andrew+Kismet · · Score: 5, Funny

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

    11. 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...

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
    12. Re:HL2 Has Levels? by aichpvee · · Score: 2, Funny

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

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      The Farewell Tour II
    13. 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.

    14. 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.

    15. 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
    16. 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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  2. 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.

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    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 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).

    3. 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."

    4. 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.

      --
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    5. 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.

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

      Tramp Tramp Revolution?

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

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

    8. 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.

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  3. 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.

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    2. 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.

    3. 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

  4. 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.

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    2. 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.

    3. 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. 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."
  6. 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 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.

  7. 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.
  8. 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?
  9. 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.

  10. 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.

  11. 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 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
    2. 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.
  12. 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.

  13. 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?

  14. 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 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
  15. 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.

  16. 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...

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    01110000 01010111 01101110 00110011 01100100
  17. 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.

  18. 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.
  19. 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...

  20. 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
  21. 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.
  22. 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.

  23. 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: 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?

    3. 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.

    4. 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.
    5. 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"?

    6. 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
    7. 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.

  24. 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!
  25. 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.

  26. 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
  27. 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
  28. 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
  29. 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.

  30. 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 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.
  31. 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;
  32. 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?"

  33. 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.

  34. 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

  35. 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.
  36. 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'.

  37. 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.
  38. 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....

  39. 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.