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Level (computer And Video Games)




In Computer And Video Games , a level (sometimes called a '''stage''', '''zone''', '''course''', '''episode''', '''round''', '''world''', '''map''', '''wave''', '''board''', '''phase''', '''act''', '''chapter''', '''area''' or '''landscape''') is a separate area in a game's Virtual World , in modern games typically representing a specific location such as a Building or a City .

The term is derived from early Role-playing Game s, 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.

Each level has an associated mission which may be as simple as walking from point A to point B or as complex as finding several hidden items in a limited time. When the mission 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 re-visit levels or choose in which order to complete them, sometimes known as a "hub"-based system. An example of this is the Metroidvania genre, such as Super Metroid . Sometimes, choosing a level to visit is performed through a world map, such as Dinosaur Island in Super Mario World . This type of gameplay involves exploring the game-world and often discovering paths that can not be accessed with the players' current abilities. Finding an item (either a key or a power-up) later on grants the player the ability to go back and access that path. It is important to make a distinction between this type of game and a full Console RPG .


THE USE OF LEVELS

There are a number of reasons for the concept of the "level" in video game design. Many early games used it to extend the length of a simple (and short) game by allowing a victorious player to play again on a higher difficulty setting (such as tougher opponents), a different game setting (such as a different Maze layout), or both. In this manner, the game could last much longer and be more interesting without changing the basic Gameplay style.

Even as games became more advanced, programming constraints such as a limit on primary memory with which to store Graphics and Sound still necessitated many games being split into levels - or from another point of view, using levels allowed a great deal of variety in the game despite hardware limitations. A Platform Game might have the protagonist fighting against skeletons in Hades for its first level, but upon its completion the game can pause for an interlude while it removes this data from memory and loads in the Greek soldiers he will be fighting in the next level. This could not have been done at the time without a level system, since the hardware could not hold both sets of game data at the same time nor display enough colors at one time to "draw" the Sprites and background.

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 .

Dividing a game into levels has other advantages. One advantage is that non-stop action can overwhelm a player if the game does not afford the player points where he or she may rest, and levels break the game up into manageable sections which allow for this. Another advantage is that while a player can usually only complete a game once, they can still achieve a degree of satisfaction each time they successfully complete a level. Games which do not have levels in the strictest sense usually have some other satisfying objective which can be achieved more than once, such as completing a line in .


OTHER TERMS

There are many other terms which refer to the same concept as 'level'. Typically, a game will use the single most-appropriate term for 'level', depending on the specifics of the game's rules. The term used is often closely related to the genre of game. Here are the most common uses for many of the terms:
  • Stage, Phase: Often used in Arcade Game s, implying that each stage or phase will be very similar to the previous

  • Round: Similar to stage/phase, but more commonly featured in Fighting Games , where each battle is called a "round".

  • Zone, Act: Most commonly found in the 2D games of the Sonic The Hedgehog Series ; a zone is a themed area comparable to the more commonly used "world" term (see below), and an act is an individual section of a zone. Sonic games may have any number of zones, but typically, each zone will have two (sometimes three) acts. In more recent games, the number of zones has been set to 7, to match the number of Chaos Emeralds . The term "act" is also used in the ActRaiser games.

  • Wave: Similar to stage/phase, but commonly found in arcade games where the player faces wave after wave of enemies.

  • World: Most often used to describe a series of levels based around the same theme, or in the same general region of the game's setting. For example, the first world of Super Mario Bros. 3 contains levels themed around grass and plains, whereas the second world contains levels with a Desert theme. As this example shows, separate worlds in a game do not necessarily have to be set on different worlds or planets. Having said this, worlds do not always have to have separate distinguishing themes either, as evident in the original Super Mario Bros.

  • series.

  • games and multi-player Shooters .

  • Board: Found in computer simulations of Board Game s. Also used to refer to any one screen in Game Creation System s such as ZZT and MegaZeux .

  • Episode : Usually does not actually mean "level" - an episode is usually a collection of levels which are played or sold together as a single unit.

  • Mission: Usually used in context of a war game, such as Medal Of Honor or Call Of Duty .



LEVEL DESIGN

See Also: Level design
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 Program s used for creating levels are called Level Editor s. 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 .


LEVELS IN COMPUTER ROLE-PLAYING GAMES

See Also: Experience point


Computer Role-playing Games typically do not have levels, although they often have towns, wilderness areas and dungeons which might be considered similar to levels. Instead, levels are numbers that represent a character's overall skill and experience. ''To level'' or '' Level Up '' means to gain a level. By gaining a level, a character's abilities or stats will increase, making the character stronger and able to safely battle stronger enemies.

Gaining levels in an RPG is generally secondary to completing the game's objectives and something which happens naturally as a result of the challenges overcome on the way to completing the objectives, although some players enjoy levelling up characters for its own sake, especially in MMORPGs (this is known as Powerlevelling ).


SECRET LEVELS

A secret level is a Level of a Video Game 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 ).


SEE ALSO