Chapter 23 Level Design ......................
Chapter 23 Level Design........................
“My policy always rises from the instinctive part of human beings. For exam-
ple, did the inventor create the telescope because he wanted to make some-
thing that would enable people to see far and beyond? No, I think it was more
simple. The inventor must have just had a strong desire to see far away. I start
with the hypothesis that people make products because their desire and
instincts make them want them. Human desires and instincts lie at the core of
game design. There are now new devices coming out, but whatever new form
of technology appears, we will always design by what humans instinctively
desire.”
— Tetsuya Mizuguchi
A
s computer games have grown in size and scope, the tasks that in the past
were performed by one person are now performed by multiple people. This
division of labor is necessary for the timely completion of the sophisticated
and massive games the publishers demand and the marketplace has come to expect.
One of the unique roles created through this division of labor was that of the level
designer. Once the core gameplay for a game is established, it is the level designer’s job
to create the game-world in which that gameplay takes place, to build spaces that are
fun for players to play in.
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