Halo dating 101 lesson4
Having to keep track of one's key as a physical entity is a organic design feature that can be found in Super Mario World as well.
If I had the time or the experience I would incorporate the different types of level design into an interactive learning stage in LBP.Two games that have sections and elements in the direction of pure organic level design are The Legend of Zelda: Twilight Princess and Phantom Hourglass.In the Snowpeak Ruins in Twilight Princess (skip to ), players have to find and lug around heavy cannon balls over to the cannons positioned at various points throughout the level.So I aim to push game design to a level that reflects the interconnected intricacies of our organic world.I call this type of level design pure organic design.While these were a few good examples, I intend on pushing the design even further with Little Big Planet.
Because the entire game engine is physics based, creating an organic interconnected world of interplay should be easier than if working with a Mario or Mega Man engine.
In the above examples, the organic design is mainly confined to puzzles, secrets, and keys.
With LBP, I'll make the entire physical platforming world organic.
In Phantom Hourglass, unlike in the other Zelda games, players must physically carry around the large boss keys (skip to ) and other switch activating jewels.
Basically, the boss keys don't just disappear into your menu only to come out when you need it.
Because these elements are designed with physicality, going to the keys and returning to the boss door with them folds the level in interesting ways.