The high-level pacing of God Of War

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Article's Purpose

What is the high-level, level design?

What is the purpose of this place ?

The game seen has a whole.

 

The Hatchery create humans that the government wants, and the Conditioning Center brainwashes people to think the way the government wants them to think.


 

The structure of a non linear action game.

What is the purpose of this place ?

The game seen has a whole.

 

The Hatchery create humans that the government wants, and the Conditioning Center brainwashes people to think the way the government wants them to think.


 

New Feature

Design Goals

  • Don’t take control of the player’s camera, avoiding motion sickness.

  • Has to fit the game’s modern realistic setting and be believable.

  • Has to be intuitive to use, and don’t require the use of new controller input.

  • Make the player feel smart by allowing him to create his own path and think a new way.

  • An object to collect to use as an exploration tool, and also as an environmental storytelling tool.

  • Make the player feel that he is climbing by using tools.

Design Overview

Pitch

The player can find some Fixable Grips in a level that he can later use to reach new path and shortcuts. The player can ‘snap’ a Fixable Grip in a specific spot, activate it, and then use it to climb using both of his hands on it. He can store up to 3 of those at a time on his belt.

 

 

 

 

 

 

 

 

 

Usage Steps

  • Positioning: The player while holding the object has to position it facing a small crack in the rock wall, then plant it inside with a certain force and velocity.

  • Unstable State: Then the Fixable Grip will be snapped inside the small cracks in an unusable and unstable state, but won’t fall when the player gets his hand off of it.

  • Stable State: To activate it the player has to press the red button on the back of the object to permanently fix it and put it in a stable state. Then the player can use it to climb.