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This article is about content structuring in video games. For character levels in role-playing systems, see Experience point. In video games, a level (also known by many other names) is a discrete subdivision of a video game's virtual world or set of challenges. Each level almost always has an associated objective, which may be as simple as walking from point A to point B, though the objective can be far more elaborate than that. When the objective is completed, the player usually moves on to the next level; if it is failed, the player must usually try again. Not all games order the levels in a linear sequence; some games allow the player to revisit levels or complete them in any order, sometimes with an overworld in which the player can transition from one level to another. An example of this is The Legend of Zelda.
[edit] PurposeProgramming constraints such as a limit on memory with which to store graphics and sound necessitated that games be split into levels—or from another point of view, using levels allowed a great deal of variety in the game despite hardware limitations. Variety in a game's environment could not have been achieved at the time without a level system, since the hardware could not hold multiple sets of game data at the same time. Some modern games have attempted to gain the benefits of a level system while giving the impression that the games are continuous—i.e., one long game rather than levels. In these games, data required for an upcoming level is loaded into memory in the background as the player approaches it, a process known as prefetching. A practical advantage is that levels divide the game into manageable sections, giving players a chance to rest at periodic intervals. [edit] Common gameplayLevels contain challenges and obstacles that are laid out in a 2D or 3D space using shapes and elevations. The termination conditions for a level vary, including a victory condition, a loss condition, or both. Throughout the level may be various resources, including weapons or powerups, depending on the video game genre. Levels sometimes include secret areas or locations that trigger certain events. Although some games allow players to save at any time, some levels include specific save points and checkpoints where the player can restart from should they fail. Common challenges come from non-player characters, and in many video games these characters engage the player in combat.[1] Levels are sometimes designed with jumping puzzles, a form of obstacle course.[2] Players must judge the distance between platforms or ledges and safely jump between them to reach the next area.[3] These puzzles can slow the momentum down for players of fast action games;[4] the first Half-Life's penultimate chapter, "Interloper", featured multiple moving platforms high in the air with enemies firing at the player from all sides.[5] [edit] TerminologyThe term "level" is derived from early role-playing games, where it referred to levels of a dungeon—the setting most such games were played in. Players would begin at the bottom (level 1), and proceed through increasingly numbered levels (of increasing difficulty) until they reached their freedom at the top, or they would start at the top (which would also be level 1), and proceed through increasingly numbered (and difficult) levels until they reached the treasure at the bottom. As games became more varied and specialized, terminology has arisen in level design as shorthand to describe a specific type of level that are often seen in certain genres or accommodate to specific game designs.
Game designers often use other terms to suit the game's theme, such as "phases", or "floors". Designers may also avoid actually using level terminology at all, instead referring to each level only by its title, usually to maintain a sense of immersion. [edit] Level designMain articles: Level design and Level designer A person who creates levels for a game is a level designer or mapper, the latter most often used when talking about first-person shooters where levels are more often referred to as maps. The computer programs used for creating levels are called level editors. Sometimes a compiler is also required to convert the source file format to the file format used by the game, particularly for first-person shooters. Designing levels is a complex art that requires consideration for visual appearance, game performance, and gameplay. Creation of levels is an integral part of game modding. [edit] Secret levelsA secret level is a level that is hidden from a player. A secret level is usually accessed by performing actions that a player would normally not perform except through incredible coincidence or prior knowledge (such as jumping on a block seven times and then punching the air). In many cases, secret levels are accessed by locating a hidden goal in another level (which is sometimes a secret level in its own right). Other times, a secret level is accessed by performing exceptionally well (such as in Super Smash Bros.), or by performing an exceptionally large task (such as in Sonic Adventure 2). Sometimes, a level can be accessed simply by watching the credits (such as in Call of Duty 4) or completing the game. [edit] See also[edit] References
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