I feel a bit mischievous starting this thread simply because I really appreciate the visible hard work that has been put into this project and humorously, I really enjoy the level design of Lights End
However, level design - especially in RPG's - is one of my major gripes in which poor level design can really take me out of the experience. What I mean by level design is logical and literal design of a level based upon real life logic in the sense that every character in a town should have a bed to sleep in and every household should have kitchen to cook and eat within and a cleaning/bathroom area to cleanse within.
Already in lights End I have noticed some nominal aspects of slightly overlooked level design and by no means necessary do I wish to slate the foundations of this game (I think its excellent and a total breath of fresh air) but rather I am going to pose these question in an attempt to create awareness for an area in game design in which in my opinion, is vastly overlooked.
the first thing that I noticed is that after spending a night in OASIS, Crystal wakes up and criticises her bad odour and states that she needs to clean/bath. However, this notion within her crafted universe (i.e. the universe that the developers created for her to exist within) is slightly obscure as at the mining camp wherein the players learns that Crystal has spent her life growing up, there is no sign of any cleaning apparatus to justify the recognition of being dirty! Of course, i am aware of the reasoning behind this scenario as it used as a plot point for Crytal to bath in the OASIS bath house and then for Daniel to mistakenly enter causing each other to blush (a well written idea suggesting a future entanglement of relation between the two).
However back on topic, in order to solve this unfounded recognition of being dirty despite having never washed within the camp previously, rather that tediously putting a bathroom in every household to combat this incredibly small detail; lets be honest, doing this would be slightly over indulgent, i do think that it is important for the grandeur of the crafted universe that the camp should have some sort of small area in which the inhabitants could bath within- simply a visual 'nod' that would make the mining camp seem like a living breathing place that the player, at their own discretion and utilising their imagination, could exist within.
I have other smaller and hardly note worthy examples but I feel that if I was to go into such small details and depth then I may as well write a manifesto of level design as opposed to posting a forum topic to gain a little recognition for level design.
Regards.
Also, id really like to hear the thought processes that went in to the level design of Lights End (for example why is the workers hut [in the mining camp] upon stilts?) as despite my above lament/example, I genuinely enjoy the quant level design of the world
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