Lifted this from my blog and transplanted it here. Just articulating my thoughts regarding the forge community as a whole. Give it a read, and if you enjoy, follow my blog "Secrets, Forging and Austrailia".
The subject of who is a good forger or what makes a good forger is always a hot topic in the niche community of Halo that is Forge. Its quite the vibrant underground scene with more diverse communities than possibly any other aspect of the game, and with its fare share of drama as well. Different communities will lash out about how community X can't forge a good map, while community X might bombast community Y because they don't make aesthetically pleasing enough maps, and community Z might accuse both of being amateurish because neither can make maps that don't suffer from performance issues such as frame drops. It's all rather silly actually.
I've more or less gotten away from the forge communities these past couple months, much in part to me being a very abrasive and direct individual, as well as partly because I'm fed up with the various forms of snobbery that go on. In earnest, most forgers have a very under developed understanding of level design as a whole and can only cite to their benefit the works and publishings of fellow forgers. There is a particular niche forge community that has managed to look outside of their self obtained and perpetuated insights to outside sources, but at that it's only a brief guide to level design by Joel McDonald (absolutely top notch guide by the way), yet even that becomes recycled and relied upon excessively, and despite its utility, it's still relatively narrow in scope. Most of these forge communities have out right stagnated and refuse to move forward in learning what it is that makes up level design.
Alright, I've rambled on a bit at this point, it's time I started to get to my point here. I want to explain what makes a truly good forger and why none of these individual communities are correct in their awarding of such titles to their respective members. I'll explain what exactly a forger is, what a level designer is, what core gameplay is and its role in design as well as what map gameplay is and its role in design. I'll conclude with how these different aspects come together and how an understanding and ability to implement them makes a good forger, as well as the loop hole of how a good forger can also exist outside of the scope set by these aspects.
A forger is an individual that utilizes the forge tool available in Halo. This is something that was first made available in Halo 3 and has been brought back in sequential titles. Currently forge is in its third iteration in Halo 4. Forge is a very limited map editor that can be likened to playing with Legos or building blocks. It's especially constrictive in regards to game engine performance, as various ways of object usage can easily contribute to sub par frame rate performance. Additionally, forge isn't limited to only map creation. It can also be used for creating artistic pieces, as well as mini-games of sorts. For the most part, when I refer to forge and forgers, it's in regards to map design. Now would be a good time to state that this is where good forgers outside of the perimeters I'm about to set exist, as the tenants of map design do not particularly apply to them.
The rest of this article covers what maps a good forger in the context of map design, or essentially a good level designer that also forgers. It is possible to be a good forger but a poor level designer, or a good level designer but a poor forger. This parallel exists because of the limitations inherent to forge. A good forger understands the tool they are utilizing and are not handicapped by the technological limitations of forge, although in earnest, a good level designer should also understand the tool and not be hindered by it as well... But let us air on the side of forgiveness here.
Additionally, regarding forge's limitations as a design tool, a good forger can make adequate use of the objects available to craft aesthetically pleasing maps, or maps that simply look good to the eye. They are able to work with the various textures and colors (or lack there of) and bring them together in a manner that adds character to a map as well as lends itself to player orientation. It should be noted, that both aesthetic character and player orientation are criteria that need to be met, neither should be addressed with out the addressing of the other. All the while, performance must also be maintained. Balancing these three aspects are pivitol accomplishments that separate the good forger from the average and below.
Here out the article addresses design principles not directly tied to forge as they're tenants that apply to level design as a whole. A good forger should also strive to be a good map designer, as this is what truly sets the great apart from all the rest. A great forger meets all the criteria of being a "good forger" as well as the criteria for being a good level designer. In this sense, map forgers have it harder than the average forger as they have more criteria and standards to meet in order to excel in their particular "field".
A a fundamental level, there are two types of gameplay, those being Map Gameplay and Core Gameplay. Understanding of both is a necessity. Many people think of gameplay simply as "gameplay", but this does not sufficiently describe the Core game mechanics in reference to the player tools, nor does it adequately address the enviroment, or map, that the player is dropped into in order to leverage the tools. (Sjoerd De Jong).
The Core Gameplay consists of the basic rules and toolsets provided by the game. It is what defines the weapon characteristics, player movement, hit boxes, aim magnetism and how the individual interacts with the world as a whole. Understanding kill times and basic movement settings is vital to understanding the Core Gameplay elements, which is required to design a map that is fitting with the game. A designer has little impact on the Core rules. They already exist and cannot be easily modified by the level designer. It is the designer's job to accept the Core Gameplay and then adjust the Map Gameplay to leverage to Core Gameplay. (ibid).
Map Gameplay is specific to the player's toolset within the game, and it defines when and where they can use their toolset to their advantage or disadvantage. The Map Gameplay defines the floorplan, or where players can move, where weapons are placed, and essentially how Core Gameplay is interpreted. It exists to augment and provide variety to the Core Gameplay. A map should not merely complement the Core Gameplay, but also give players a reason to play the map. There should exist a reason for players to choose map X instead of map Y, and the map should offer more than the simple ability of running and shooting as those abilities are given by the game by itself. The different ways a designer can enhance the Core Gameplay will determine if people will want to play the map or not, and ultimately, enjoy it or not. To reitterate, Map Gameplay and Core Gameplay need to be congruent and flow together. A map designed for a fast past twitch shooter like Quake doesn't play the same as it would in Halo and vice versa. The designer must understand the game they're designing for and the intimate relation between Core Gameplay and Map Gameplay.
A forger that has a knowledgeable understanding of these various concepts and the ability to put them into practice is what is a great forger. A forger that understands the mechanics of forge and can build with the tool without performance issues is a good forger. The key differentiating factor here is the breadth of understanding the individual forger has of level design, and most specifically Core Gameplay and Map Gameplay. In this regard, the various forge communities need to come down off their high horses and realize there's a lot more to forging than they think and that their breadth of understanding is no where near as broad as they believe it to be. We're all amateurs here with plenty left to still learn, especially considering how few actually have an inkling of understanding of the game's Core Mechanics or how to intimately modify them through Map Design. At the end of the day, the deepest argument in support of one style of design or another generally consists of "I think this design is good because it is good", or rather circular logic intended to perpetuate the schools of thoughts that have lead to the stagnation of the forge community. It's high time the forge community started looking outside their box at new resources and learning more about the game they're designing for, if not to at least be able to articulate better why their take on design is good for the game.
Cheers!
The subject of who is a good forger or what makes a good forger is always a hot topic in the niche community of Halo that is Forge. Its quite the vibrant underground scene with more diverse communities than possibly any other aspect of the game, and with its fare share of drama as well. Different communities will lash out about how community X can't forge a good map, while community X might bombast community Y because they don't make aesthetically pleasing enough maps, and community Z might accuse both of being amateurish because neither can make maps that don't suffer from performance issues such as frame drops. It's all rather silly actually.
I've more or less gotten away from the forge communities these past couple months, much in part to me being a very abrasive and direct individual, as well as partly because I'm fed up with the various forms of snobbery that go on. In earnest, most forgers have a very under developed understanding of level design as a whole and can only cite to their benefit the works and publishings of fellow forgers. There is a particular niche forge community that has managed to look outside of their self obtained and perpetuated insights to outside sources, but at that it's only a brief guide to level design by Joel McDonald (absolutely top notch guide by the way), yet even that becomes recycled and relied upon excessively, and despite its utility, it's still relatively narrow in scope. Most of these forge communities have out right stagnated and refuse to move forward in learning what it is that makes up level design.
Alright, I've rambled on a bit at this point, it's time I started to get to my point here. I want to explain what makes a truly good forger and why none of these individual communities are correct in their awarding of such titles to their respective members. I'll explain what exactly a forger is, what a level designer is, what core gameplay is and its role in design as well as what map gameplay is and its role in design. I'll conclude with how these different aspects come together and how an understanding and ability to implement them makes a good forger, as well as the loop hole of how a good forger can also exist outside of the scope set by these aspects.
A forger is an individual that utilizes the forge tool available in Halo. This is something that was first made available in Halo 3 and has been brought back in sequential titles. Currently forge is in its third iteration in Halo 4. Forge is a very limited map editor that can be likened to playing with Legos or building blocks. It's especially constrictive in regards to game engine performance, as various ways of object usage can easily contribute to sub par frame rate performance. Additionally, forge isn't limited to only map creation. It can also be used for creating artistic pieces, as well as mini-games of sorts. For the most part, when I refer to forge and forgers, it's in regards to map design. Now would be a good time to state that this is where good forgers outside of the perimeters I'm about to set exist, as the tenants of map design do not particularly apply to them.
The rest of this article covers what maps a good forger in the context of map design, or essentially a good level designer that also forgers. It is possible to be a good forger but a poor level designer, or a good level designer but a poor forger. This parallel exists because of the limitations inherent to forge. A good forger understands the tool they are utilizing and are not handicapped by the technological limitations of forge, although in earnest, a good level designer should also understand the tool and not be hindered by it as well... But let us air on the side of forgiveness here.
Additionally, regarding forge's limitations as a design tool, a good forger can make adequate use of the objects available to craft aesthetically pleasing maps, or maps that simply look good to the eye. They are able to work with the various textures and colors (or lack there of) and bring them together in a manner that adds character to a map as well as lends itself to player orientation. It should be noted, that both aesthetic character and player orientation are criteria that need to be met, neither should be addressed with out the addressing of the other. All the while, performance must also be maintained. Balancing these three aspects are pivitol accomplishments that separate the good forger from the average and below.
Here out the article addresses design principles not directly tied to forge as they're tenants that apply to level design as a whole. A good forger should also strive to be a good map designer, as this is what truly sets the great apart from all the rest. A great forger meets all the criteria of being a "good forger" as well as the criteria for being a good level designer. In this sense, map forgers have it harder than the average forger as they have more criteria and standards to meet in order to excel in their particular "field".
A a fundamental level, there are two types of gameplay, those being Map Gameplay and Core Gameplay. Understanding of both is a necessity. Many people think of gameplay simply as "gameplay", but this does not sufficiently describe the Core game mechanics in reference to the player tools, nor does it adequately address the enviroment, or map, that the player is dropped into in order to leverage the tools. (Sjoerd De Jong).
The Core Gameplay consists of the basic rules and toolsets provided by the game. It is what defines the weapon characteristics, player movement, hit boxes, aim magnetism and how the individual interacts with the world as a whole. Understanding kill times and basic movement settings is vital to understanding the Core Gameplay elements, which is required to design a map that is fitting with the game. A designer has little impact on the Core rules. They already exist and cannot be easily modified by the level designer. It is the designer's job to accept the Core Gameplay and then adjust the Map Gameplay to leverage to Core Gameplay. (ibid).
Map Gameplay is specific to the player's toolset within the game, and it defines when and where they can use their toolset to their advantage or disadvantage. The Map Gameplay defines the floorplan, or where players can move, where weapons are placed, and essentially how Core Gameplay is interpreted. It exists to augment and provide variety to the Core Gameplay. A map should not merely complement the Core Gameplay, but also give players a reason to play the map. There should exist a reason for players to choose map X instead of map Y, and the map should offer more than the simple ability of running and shooting as those abilities are given by the game by itself. The different ways a designer can enhance the Core Gameplay will determine if people will want to play the map or not, and ultimately, enjoy it or not. To reitterate, Map Gameplay and Core Gameplay need to be congruent and flow together. A map designed for a fast past twitch shooter like Quake doesn't play the same as it would in Halo and vice versa. The designer must understand the game they're designing for and the intimate relation between Core Gameplay and Map Gameplay.
A forger that has a knowledgeable understanding of these various concepts and the ability to put them into practice is what is a great forger. A forger that understands the mechanics of forge and can build with the tool without performance issues is a good forger. The key differentiating factor here is the breadth of understanding the individual forger has of level design, and most specifically Core Gameplay and Map Gameplay. In this regard, the various forge communities need to come down off their high horses and realize there's a lot more to forging than they think and that their breadth of understanding is no where near as broad as they believe it to be. We're all amateurs here with plenty left to still learn, especially considering how few actually have an inkling of understanding of the game's Core Mechanics or how to intimately modify them through Map Design. At the end of the day, the deepest argument in support of one style of design or another generally consists of "I think this design is good because it is good", or rather circular logic intended to perpetuate the schools of thoughts that have lead to the stagnation of the forge community. It's high time the forge community started looking outside their box at new resources and learning more about the game they're designing for, if not to at least be able to articulate better why their take on design is good for the game.
Cheers!