RedComa
Newbie

Posts: 8
Registered: 12-06 |
Just like many people have already said, due to the limitations of the engine, the designers were left only to their own imaginations for mapping out the levels. In a way, the abstract-ness reminds me of early Mario games, where the levels make no sense as an analogy to the real world, but that doesn't mean they are less fun to play.
Duke3D tried bringing the gameplay into the real world right off the bat, with the city and theater as the first level in LA Meltdown. Granted, it was novel and fun at first, but now just feels sort of gimmicky. When a level is trying to be like something in the real world, the limitations just stack up, whereas if the level designer just goes mad and puts in all sorts of corridors and pillars and teleporters and all of the great things we love, no one really cares if it relates to real-world locations.
It's this sort of abstract thought put into any Doom level, that we have things like in Limbo, where a bunch of switches are scattered all over the board behind red doors, and each one raises a portion of the bridge that crosses over to the exit. A little something extra is firing in our mind, trying to remember where all these switches are. You just can't find anything like that in a so-called "realistic" level.
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