I don't miss PS2-era level design.

EvaUnit02@kbin.social to Gaming@beehaw.org – 43 points –
Star Ocean: Till the End of Time - Sealed Cavern
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To be pedantic: gameplay design, not level design, but I guess the two overlap quite a bit anyway.

Since you brought it up, what is the difference there? Do you mean gameplay design as in the whole game is this way or as in this scene is not a level? (No I didn’t watch OP’s video.)

Gameplay design is the design of how the game plays. Level design of the design of the levels. In this scenario, the problem is not being able to advance until the platforms are even, which is an issue of gameplay design.

To add to this: "level design" typically covers things like the design of paths through the level (both physically and plot/objectives) and visibility of paths affecting player thinking and choices (ie making it clear to the player how to progress, not get lost). These are "big scale" things, not fine detail.

"Gameplay design" typically covers things like movement, interaction and item/skill progression mechanics. The are "small scale" (or for inventories & skill trees: "no physical scale") things.

In practice the two terms do often overlap quite a bit, so you can argue basically anything to be in either category.