Game setting vs World building
Although related, the setting of the game and the process of world building are different concepts. World building refers to a general practice of inventing a fictional universe where a game or story takes place. Creating the setting of the game is the process of thinking through all of the scenic elements of a game that gives the character a sense of the world the game exists in.
Your game's fictional world might be much larger in scope than the actual specific details of the game tell the user.
The game setting must include enough details for the user to understand the basic premise and logic of a world.
Game setting vs Level design
Level design is another related topic that can be confused with game settings. Level design is the design of the way a user moves through a level which involves the user interaction, the setting, the physics of the world, the obstacles and the rewards.
Game setting is used to enhance level design but it is only one component of good level design.
We'll cover level design more in depth in another class.
Types of game worlds
Before designing the setting for a game, the designer must choose the type of world the game takes place in. Some options include:
- Fantasy
- Perspective world (something about the characters perspective is changed)
- "Our world"
- Sci-fi
- Historical/period
- Mythological
- Fictional world (from an existing fiction like Star Trek or Blade Runner)
Let's see if we can think of a game that takes place in each of these worlds.
Physical dimensions
After choosing a type of world, the designer can begin to set specific physical dimensions for the game setting.
Game setting elements
This week we're focusing on scenic elements, so we'll ignore things like interactive objects and non-player characters.
- Terrain
- Rules (natural rules like gravity)
- Flora / fauna
- Cultural artifacts
Screen space
Because the screen is a 2d plane, there are different ways of dividing up the dimensions to imply dimensionality.
- Background and foreground
- Vertical space
- Horizontal space
Physical time
Another aspect of the game setting is physical time.
- Does time behave like it does in the real world?
- Does it only move forward at a constant rate?
- Can the user control time?
Finding inspiration
There are many places to look for inspiration for creating a balanced game world, in other video games, movies, art, every day scenes and other aesthetic practices. Personally, I find things like aquariums and gardens inspiring for there use of space, cultural objects and balance of color and shape.