I'm sure many of you know who Ken Banks is. Many of you have probably seen this or read this already as it is from about 2002. Some of you may have read it and forgotten about it, others progbably still remember it. Regardless, it is still something to keep in the back of your mind when you read all of these other articles about the topic of game design.
QuoteDisplay MoreIt's pretty disturbing to me to see that the vast majority of this community's (Half-Life and its MODs) level designers seem to have lost the entire concept behind amateur level design and gaming in general: Fun. Instead they opt to go for the fame and popularity that the hobby may bring. They'd rather be "awarded" with a 10/10 - wait, scratch that, 9.9/10 - from the kid running the newest review site down the block, then create a fun and entertaining level that they had fun designing. It's a shame too. There would be so many more quality levels out there if this were not the case. Because when it all comes down to it, your level is only going to be fun to play in if you had fun making it. Trust me on this one. When you design for yourself, and are really just aiming for some obligatory compliments from a couple people you don't even know, you may turn out something real pretty but it sure isn't going to be a fun and exciting level. Let's use an example: Have you ever gotten really stressed out over something, and decided to go work on you latest map for a little bit, just to cool off? Or maybe you were designing already but someone else came into the room and turned the TV on really loud and it was starting to get on your nerves? What did you come up with? I'll bet you anything you didn't like it. This may not relate to your intentions for creating the map in the first place (as mentioned above) but regardless, you still weren't having fun. For the most part, if you are designing a certain level to boost your reputation (thus your ego), you're not really having fun. And you're not going to have a fun level on your hands.
I should know. A couple years back, I joined the Wasteland Half-Life team as lead level designer. The problem was, I had absolutely no interest in the theme of the MOD. I had really just joined to get my name out there and win some popularity. I'm quite embarrassed about it now, seeing that I produced absolutely nothing of worth for the team. I made some great friends in the team, but I can't imagine why they would decide to put up with me. Probably because a large number of them were on the same page as I was.
It is also a shame that the designers with the biggest egos and who have all the wrong intentions in place, usually do end up becoming the most popular and well known. But that's not what you should aim for anyway. If your overall intent is to become employed at a professional game developer, then you're going to have a much better chance at doing so if the average HL player wouldn't know you by name, but you have some beautiful and creative maps under your belt, then if you are the most popular mapper in the community, yet your levels lack any sort of originality or creativity.
Don't design for the ego boost of being the most popular in any community - It won't do you any good. Don't design for the review sites - It won't do you any good. Don't design anything if you are not enjoying the whole experience - It won't do you a singe bit good.
Go out and find something that actually interests you. Don't design for a game or MOD just because it is the most popular. Find something that you truly have an interest in. Myself, I found Natural Selection. Not only is it a very professional and mature community (for the most part), the people involved actually help each other become more creative and successful in their level development. That's awesome. Rather than cut each other down, and say "Haha, I could to a thousand times better than that!" if they find something they don't particularly care for, they offer sound advice and constructive criticism. And their comments are generally taken without offence. It's a great community. This is how I wish the entire HL mapping community was like. It quite obviously isn't though.
I'll close this article with the following:
Amateur level design should be fun. You don't have the pressures and constraints that the professionals continuously face. You get no compensation for your work, rather the whole point of it is to have some more fun with your favorite game, yet there is an unfortunate race to see who can become the most popular. Like I said before, that's going to do nothing for you. If you want to get hired by a professional developer, that's fine and well, but just keep in mind that they are more likely to look for originality, creativity, playability, and the overall fun factor in your levels, rather than employ you based off of how many times your name is displayed on PHL each week.
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Ken Banks