For the homework of the sixth lesson, me
and my partner (Chrit) will be giving feedback on the Tomb Raider level
of Ruben and Paul.
For
their level and application, they had a very easy-going legend and
look. Generally, there is nothing to criticize them on, but a few things
are questionable:
Some of the ledges are laid out in a way that you
could simply go straight up, making their placements redundant. Most
notable at the last series of ledges.
The lever isn't very visible.
However, it is painfully obvious where you have to do next (the level is
fairly short and things stand out a lot).
Things they did really
well included the movable stairs (not only that they are movable, but
also the direction), the color coding (bright but easy on the eye, stand
out really well within the level) and the destination of the boulder. Moving
on, the gameplay narrative shows the earlier mentioned point: the
intended flow of the level is not only very linear and short, but there
aren't many derivations too.
The options are restricted to 'will I take
the left or the right bridge?', after which the only option is to move
the stairs and moving on: even if you do notice the ledges behind the
waterfall, there's nothing you can do with them anyway and the boulder
will put the focus on the secret later in the game anyway.
There is an
option to shoot the rope first (as was written on the blog), but it is a
very minor thing and most people would probably do the shooting later
due to the shock of falling down (getting a better view first). The
level would be great for beginning players as an introduction to
mechanics. Otherwise, the level is rather bland even though most
utilities are used, since they feel more like they are used for the sake
of being used (very tutorial-ish).
The
flow is very clear and the player is given a lot of opportunities to
rest up and look ahead, which shows in the human instincts chart. This
meshes really well with the earlier mentioned points and shows more of
the intent. It would have been nice if the creators mentioned the intent
behind the level, as it seems a very straight-forward, bland and overly
safe level for people that are more experienced bar combat, shows
pretty much every action the player can take. Either way the design is
good and the flow is very clear.
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