{"id":66,"date":"2007-03-06T17:05:39","date_gmt":"2007-03-06T22:05:39","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/66"},"modified":"2015-04-30T15:59:40","modified_gmt":"2015-04-30T22:59:40","slug":"ss2e-levels-and-levels","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/66","title":{"rendered":"SS2E: Levels and Levels"},"content":{"rendered":"<p>I have just passed level 5 of <em>Serious Sam: The Second Encounter<\/em>.  Level 5 culminates in the game&#8217;s first boss fight, against a huge wind god that throws tornadoes at you and grows larger as you damage him.  When you deal the final blow, you wind up teleporting to a Babylonian ziggurat without your equipment.  Clearly this is the end of one chapter and the start of another.  Which is a little strange if you think of &#8220;levels&#8221; as the equivalent of chapters.  From that point of view, this should be the end of level 1 (out of 3), not 5 (out of 12).<\/p>\n<p>But of course, plot, theme, and bosses aren&#8217;t the only way to think of levels.  In a geographically-based game like this, where your overall goal at any moment is essentially just to reach point B from point A (eliminating opposition along the way), it&#8217;s reasonable to think of a level as a distinct and unified chunk of the gameworld&#8217;s geography: &#8220;The Temple of the Moon (and environs)&#8221;, for example.  In other words, the name of a level would be a reasonable answer to the question &#8220;Where am I now?&#8221;  This doesn&#8217;t work either.  The levels in this game are large, and just not all that unified.  A typical one might start in a clearing in front of a pyramid, continue through the pyramid to the other side, exit into a large valley, cross the valley to an underground tunnel, and finally emerge from the tunnel onto a small lake.  And the entire level might be named after the pyramid, the valley, or the lake.<\/p>\n<p>OK, but there&#8217;s another reasonable definition, one that depends solely on the physical properties of the gameworld: reachability.  If you can reach point B from point A and vice versa, they&#8217;re part of the same level.  If you can reach point B from point A but not the other way around, then point B is in a later level than point A.  This is an important sort of level to consider, because it&#8217;s really the essential geographical unit as far as gameplay goes, and defines the potential scope of any single battle.  However, <em>Serious Sam<\/em> makes frequent use of doors that close and lock behind you.  Each official level is in effect divided into many mini-levels.<\/p>\n<p>When you come right down to it, this game&#8217;s levelization is completely arbitrary, and probably driven solely by hardware limitations.  The only way that you can tell when you&#8217;re going from one level to another is that you get a &#8220;Loading&#8221; screen.  If I had a special version of the game that loaded everything into memory at once, there would be no way to tell where the level boundaries are.<\/p>\n<p>Still, beating the first boss is far from arbitrary as a milestone.  And, having reached it, I think I&#8217;ll give Sam a little rest.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have just passed level 5 of Serious Sam: The Second Encounter. Level 5 culminates in the game&#8217;s first boss fight, against a huge wind god that throws tornadoes at you and grows larger as you damage him. When you deal the final blow, you wind up teleporting to a Babylonian ziggurat without your equipment. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[16],"tags":[80,81],"class_list":["post-66","post","type-post","status-publish","format-standard","hentry","category-fps","tag-serious-sam","tag-serious-sam-the-second-encounter"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/66","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=66"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/66\/revisions"}],"predecessor-version":[{"id":3024,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/66\/revisions\/3024"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=66"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=66"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=66"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}