The last of us (analysis)

The Last of Us
An excellent Level Design
I have played The Last of Us like 5 years ago, but I remember that the level design was really great !
I’m going to explain why it was an excellent level design.
Composition
“Where should I go ?”,
“Where I am ?” &
“How I go there ?”
The game begin with an apocalypse, the player has not enough experiences in the game to recognize the path, especially in this condition and he has to run away to escape.
However, it’s really hard to get lost at this moment, why ?

The boid effect and waves of panic
In psychology, humans have the reflex to follow other people in their action, like a mass wave, to escape or by curiosity. It’s a defensive mechanic to get information on a potential danger.
It can be :
-
Look where 2 or 3 peoples look away.
-
Dodge something that someone has dodged before even if you see nothing here.
-
Run away if you see various people run away...

In this case, The Last of Us help the player with IA who run away and look at the good direction.
But this is the first minutes of the game, we need more to help the player.
Drops road
In games, players have trend to follow the path like a fluid and go down.

At this moment, we going to go up only to begin the cutscene.
Landmark & pennant
( I’m not sure about the “pennant” word, it’s “ fanion” in french )
This is an important notion that the player can always see where he has to go.
In this case, Joel has to reach the bridge.

-
In red, the objective and landmark.
-
In yellow, a pennant ( or also a landmark, it’s enough huge for that but I don’t know if we can see it from another place )
In addition, the bridge is contrasted with lighting.
Basic shapes
With 3 shapes, you can help the player to navigate through the level.
Sharpen : Unfriendly, unsafe
Box : Place of interest ( human construction, chest, ... )
Smooth / round : Friendly, safe

Lines
Often, level designers use objects to create guidelines.





