In a variety of modern open world sandbox video games you use your environment as the traversable game world, when these game worlds are set in urban environments the level needs to both be compelling as a real area where people live as well as an interesting place for the player to travel through.
I am looking at Dishonored (2012), A game where you play as an assassin with supernatural abilities in a steampunk London inspired world, you use these abilities to make the most of your environment. I want to see why that game world is both believable as well as fun and interesting to traverse, as well as looking at a few examples of what they have done well so I can try to carry forward some of these philosophies into my game.
Vent / Metal piping:
In the city of Dunwall, where the game takes place, a lot of buildings have vents curling around the buildings this can be seen as a believable living condition narratively for both the world building and architecturally as well as mechanically as it essentially creates a path allowing the player to reach a mid point in the building to a high point with their supernatural agility. This makes the player think "oh I could use this as an easy stepping stone to rooftops" therefore making the architecture of these levels have a mechanical used in a natural manor.
Windows:
In most games a window is purely an exit to a building but due to your enhanced movement in this game a lot of these widows work as an entry point as well. This is also cleverly used as a unguarded point of entry for a lot of hostile environments as these points are inaccessible to the normal populous.
These small and simple ways of changing the standard brick and mortar buildings into more of a climbing frame are a great example of gamification within the game Dishonored's architecture and can subconsciously encourage a 'can I advance this way' mentality that I have strived for from my essential experience.
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