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Gaming’s high ground: Why verticality is good for level design
A recurring comment through the development of video games seems to be that a level ‘Feels too flat’. For years, games with vertical levels simply used staircases, the two-storey design producing positive results. Recent releases however are giving their players some revolutionary movement tools.
Advanced Warfare’s exoskeleton and
Far Cry 4’s combination of wing suit and grapple hook allow for mobility in all directions, and the levels they’re implemented in provide great opportunities for said travel.
Verticality provides a fresh change in the flow of how the game works, giving a whole new axis to worry about. Instead of checking your flanks and what’s in front and behind you, you’re looking up to the skies to check for a flying super soldier, or beneath you if you are the flying super soldier.
Extreme verticals allow for a massive shift in environment.
Battlefield 3’s Damavand Peak featured a 500-metre drop and with it came a shift in environment. At the top of the drop was a funnel of natural landscape and a light scattering of buildings, some of them even reaching heights of 50 metres themselves. Upon jumping off and parachuting onto the next enemy’s position, the environment becomes entirely industrial.