level design/halo 'the pit' analysis : essay
TRANSCRIPT
Game level design is the crux of a game itself. Without a game level, there is nothing
to play in, whether the game level is nine sections in which to put naughts and
crosses, or a 10x10 kilometre world for the player to explore almost endlessly.
Multiplayer levels differ from single player levels as they are generally played in a
Death Match, a game in which players fight for the most kills in a free for all battle, or
a Team Death Match, a game in which two teams fight for the most kills. Other game
styles such as Capture the Flag or Assault games are also common in video games;
however for the focus of this document only Death Match and Team Death Match
are relevant. Aspects of Game Level Design such as Tension, Anticipation and Fun
will be discussed with reference to Halo 3‟s multiplayer level The Pit (developed by
Bungie, 2007).
The Pit is primarily a Team Death Match (TDM) map with two identical sides, as
seen below.
Fig. 1. Map of The Pit with positions of important weapons and team start spawn.
As seen above, each team spawns on identical sides of the map and have an equal
chance of reaching the powerful weapons, which are also shown.
The weapons in the middle (including Active Camouflage) are all placed in
chokepoints. A chokepoint, as defined by the Oxford Dictionary, is a “narrow place
causing constriction”. In fire fights, a chokepoint is a place through which enemies
can fire at each other, and people entering the chokepoint will succumb to large
amounts of suppression- and cross-fire.
While the Active Camo and Rocket Launcher are both in straight, narrow corridors,
the Energy Sword is in one a room (colloquially known as the „sword room‟) which is
entered into from the north-most point of the map. The Energy Sword is most useful
in the area around its spawn, inside the room and in the corridor that surrounds the
square room. The corridor around it is covered in some parts, protecting the sword-
bearer, and open in other parts, leaving the sword-bearer open to sniper fire from the
towers on either side.
Most kills occur around these powerful weapons, as seen below in a Heatmap of the
level (retrieved from Bungie.net).
Fig. 2. Heatmap of The Pit showing kill statistics on the map since the first ranked
multiplayer game.
In the Heatmap above, the amount of kills is determined by the colour of the map.
Red is very high, orange is high, yellow is medium, blue is low, and no colour is very
low. As shown, the highest concentrations of kills are around and inside the „sword
room‟, on either „sniper tower‟, where the rocket launcher spawns, or where the
active camouflage spawns. There is a lower amount of kills around the shotgun
spawn due to the fact that that area is rather remote, and those who take the
shotgun roam about the map rather than remaining there.
The Oxford Dictionary defines „tension‟ as a “situation in which there is conflict or
strain because of differing views, aims, or elements”. The Pit is a rather open level,
being neither too big for many to snipe on relatively safely, nor small enough for
people to move around without taking fire from far away. This builds tension during
play, as players who move for either the rocket launcher chokepoint or the „sword
room‟ can be clearly seen by players on either side of the map. The Energy Sword is
quite a useful weapon on the map, provided that the user remains inside and around
the „sword room‟. On the other hand, if the player travels out from the „sword room‟
and into more open parts of the map, their usefulness is lowered exponentially. The
sword-bearer will most likely meet heavy ranged fire if they even step one foot out of
the „sword room‟, depending on how much of a threat they are. If the enemy team
has fallen prey to the sword-bearer on multiple occasions, they are very likely to
focus all their attention on killing the sword-bearer and taking the weapon as their
own.
As a single player map, there is much more tension than there is playing in a team.
As there is a team effort in obtaining the more powerful weapons on The Pit, who
has the weapon is less important. However, when all players are against each other,
the player with the rocket launcher is more likely to get more points than the rest of
the players. Therefore, a scramble for the powerful weapons at the beginning of the
game is normal for Death Match (DM) game on The Pit.
Parts of the map on The Pit without cover are shown below.
Fig. 3. Area of The Pit without cover, defined by the yellow areas of the map.
As shown, the majority of the map is without cover. Players are likely to receive at
least some fire while in these areas, as well as give it. It is also interesting to observe
that all the powerful weapons except the sniper rifle are in areas with lower visibility
than the rest of the map. These areas are neither practical nor safe to stay in for long
however, forcing players to fight in areas with little cover and increasing the tension
of the play on the map, whether it be in TDM or just DM.
Anticipation is high at the beginning of The Pit, whether the game is DM or TDM. The
Oxford Dictionary defines „anticipation‟ as the act of “bewaring, looking forward to
and preparing for a future event”. Players are most likely to go for the powerful
weapons on the map (providing they are familiar enough with the map to know
where they are) and experienced players will generally have a tactic to gain the
weapon, or a contingency plan if they don‟t get it. The Energy Sword, for example;
from either spawn point to the Energy Sword it takes 17 seconds to reach
(„ExodusInfinite‟, 2009).
The Rocket Launcher is also a highly sought after weapon. Players will generally run
in to the chokepoint guns blazing until they are dead or the other team is dead.
There is a Needler weapon halfway between the spawn and the Rocket Launcher
however, a weapon with heat-seeking accuracy that explodes upon impact, and this
weapon is very useful for cleaning out enemies at the head or foot of the chokepoint
with a large explosion. Most players are anxious to run to the five weapons displayed
in Fig.1 above, whether they are doing it to gain the weapon, stop the enemy from
gaining the weapon, or simply going there with the knowledge that someone will be
there for them to kill. After this however, the weapons will generally be forgotten, as
they will either be in use or just picked up upon passing, creating anticipation at the
beginning of the game but discarding it almost straight afterwards.
The Oxford Dictionary defines „fun‟ as “enjoyable”, meaning something one would
enjoy. However, what people would enjoy is at discussion here. Some players find
fun in a challenging game where both teams are neck and neck for the entire game.
Others find enjoyment in overwhelming less experienced players and winning easily.
Some even have fun in losing, reconciled upon the fact that they have learnt
something from their loss. On the map The Pit, however, fun is usually generated
from exploding people with rockets, slicing them with an Energy Sword, sniping them
through the head, sneaking up behind them while invisible, or shattering their rib
cage with a shotgun shell. All these elements are taken from the more powerful
weapons on the map, and are reflected in where the open areas of the map are, and
where the most kills are garnered.
Halo 3‟s The Pit is a very balanced map, being completely symmetrical in weapon
placement, TDM spawn and map structure. The first thirty or forty seconds are the
most anticipated as they involve the acquisition of the most powerful weapons of the
level. Moving about The Pit builds tension in the player as they try to gather points
from their team at the same time as trying not to be killed. The chokepoints on the
map provide weapons that give novelty and fun to the map, and the structure of the
chokepoints themselves add to this as well. This combination of anticipation, tension
and overall fun makes The Pit a perfect TDM and even DM match, with the only flaw
being in the almost too-big areas of no-cover.
References:
„ExodusInfinite‟ (2009). Sword Runner. Retrieved October 22nd 2009 from
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=98745708
Bleszinski, C (2000). The Art and Sciences of Level Design. Retrieved October 22nd
2009 from http://www.cliffyb.com/rants/art-sci-ld.shtml
Bungie (2007). Halo 3 [Video Game]. United States: Microsoft Game Studios
The Pit Heatmap [Image] (n.d.) Retrieved October 22nd 2009 from
http://www.bungie.net/online/heatmaps.aspx