Building Atmosphere
By George
Maciver
Dark Areas
Dark areas can be extremely effective and give your level a
terrific atmosphere. But beware because it can easily ruin
your level too if not used with care and thought. Running
around looking at a dark screen is not enjoyable in the
slightest. If you are building dark areas ensure players
have enough light to see. Make sure they have enough flares
and consider including a torch which makes exploring dark
areas so much more fun.
Even in really dark areas, as long as players can see the
immediate walls and the floor, they are in the game. Pitch
black areas should be used sparingly and briefly. A
brilliant example of using pitch black to build suspense and
drama was the yeti den in the Tibet levels of TR2. However,
Lara was quite safe while exploring that area in the dark
and it wasn’t until she turned on the lights that the action
began.
I once played a pitch black level which was patched so you
had no flares and the pistols had been removed so you
couldn’t even go around shooting to see where you were
going. Where’s the fun in looking at a black screen? I can
turn my PC off and do that. Yep, you guessed it, it went
into the recycle bin.
New builders in particular have a tendency to make overly
dark levels. But bear this in mind: you know where
everything is because you built the level but nobody else
will so make sure you provide enough light for them to enjoy
their playing experience. Methods of introducing pools of
light into dark rooms are beams of sunlight, moonlight,
water and flames, amongst others. This is an art and don’t
underestimate or neglect its power.
Audio and Background Loops
Audio is well used by
everyone. We all know the power of music and most of us grew
up with music and so it comes naturally. Using audio to
great effect is extremely powerful stuff. However, when it
comes to background loops, somehow we just don't seem to get
it. It is audio, after all. Maybe it's not music, but it is
sound and it registers through players ears and impacts
their emotions as much as music tracks.
Background loops pervade
every level, from start to finish, and therefore play a more
powerful part in building good atmosphere than you think.
Want to risk ruining the ambience of a perfectly good game
that has everything? Play the same background loop without
break for the entire level. Worse still, play the same
background loop for 2 or more consecutive levels without
break. If you do, players will eventually take their
headphones off or turn down the volume to escape atmosphere
that has become oppressively irritating.
Try to change background
loops through levels, especially when moving from indoor to
outdoor areas or from caves to temples or from seaside to
town. Change the loops. Keep the ambience fresh. Good levels
may have 3 or even 4 background loops that change smoothly
and unnoticed behind musical interludes.
Building Suspense
Suspense and drama is powerful gameplay. But how do you
build it? By launching enemies around every corner? Dropping
boulders on folks heads? Spiking them to death every two
minutes? Nah, that kind of gameplay is rubbish. The threat
of enemies can be more powerful than actually fighting them.
For example, hearing the Yetis screaming in the Yeti den in
TR2 was deliciously exciting and dramatic. Remember it?
Remember walking around with flares and seeing them behind
their cages? Remember how you felt when you turned on the
lights, found the switch and knew what was going to happen
when you pulled it? That is masterful gameplay.
Back to Top