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Gamesurge.com has done an interview with Project Leader Luca Pancallo from the PlaneShift team. They talk about engines and level design - and here's an excerpt from the short interview:
What’s lacking in level design today? What can be done to fix that problem?
What I think is lacking is levels and 3D games today is more interaction with the world. Most levels have now anazing graphics details and good variety but the lack the ability to let the player enjoy its staying in the level. You find an new level, you kill everything you see, you collect an item to unlock a door, and you have surely finished it. After that you don't want to come back in that level and this is the bad part. The player must enjoy visiting again the level, interact with it, talk to NPCs, make friends, etc...
The solution to fix this problem is to add more interaction with a non-commercial game, in which you can dedicate all the time you want to those features. In commercial games you will always run to meet the release date, and you must drop the details. |
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