west131087 wrote:
npc_msleeper_boss wrote:
It's pretty incredibly insulting to tell people that their work is "easy".
@npc_msleeper_boss Sorry if you think i told something wrong, but I can't understand why this topic is making you hurt so much
I suppose it's because level design is a lot harder than people think and there's a lot more to it than "just making a level". Take for example a completely other game:
Assassin's creed: super simple:
1) get your guy to be able to jump around on scenery (that's really easy, prince of persia could do that too)
2) get some textures, super easy, you can just make a few drawings each hour.
3) get some new models, that might take a day or two
4) write a nice story, well give it a week.
5) get some music
6) Record the voice lines, shouldn't take longer than a week.
7) Put some buildings down and done.
So on first sight it looks like you could make a game a-la- assassin's creed in about three weeks, with a team of like 10 people. Well, give them $20,-/hour 10 hours/day... that's a budget of 20x10x7x3x10 = $42,000,-
But yea... quite obviously that's not the time scale, the money, the team you're looking at for a game like that. Level design is often underestimated.
To give you another example, last Halloween Zivi7, Mevious and I have released a map called Aperture Halloween, it's a bunch of rooms, which can be solved in under 10 minutes if you know what you're supposed to do. There were some simple puzzles in to show some concepts and a few harder puzzles. Some nice detailing etc. How much time do you think that took the three of us? at least 300 hours in total
And to be honest: one of the hardest things to come up with is a simple thing. A thing that introduces something you've been playing with for ages. For portal 2 they could've just stick with the original introduction levels, but they didn't. They changed it in such a way that it's much clearer to new players what's happening.