The Impact of Level Design on Gameplay Within God of War 4
God of War released for the PS4 in April of 2018 to massive critical acclaim. It is one of the most sold games on PS4, selling over 3.1 million copies in its first three days (Quizilbash). God of War 4 tried to distance itself from its previous iterations, focusing more on story and exploration than its predecessors. In fact, Rob Davis, the Lead Level Designer for God of War 4, said in a lecture at USC that the game has three central pillars: exploration, narrative, and combat. Despite pulling God of War into a new direction, many elements within the game are made as concessions to the established audience so God of War 4 doesn’t feel too foreign. These concessions and usage of the three pillars are most evident in the level design, since the level design determines the affordances given to the player.
God of War 4 largely succeeded in creating a sense of exploration and providing incentive to explore. Comparing God of War to Horizon: Zero Dawn elucidates this success, as both games strive to create similar experiences in terms of the three pillars. The presentation of the two respective maps as shown below immediately elucidates the differences in the level design between these two games.
Fig 1: World map from God of War 4 (left) and Horizon: Zero Dawn (Right)
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