How MachineGames Should Make Wolfenstein 3

4. Proper Level Design

wolfenstein 3
Bethesda

The open-world. It's understandable why MachineGames would go for this, many games have open-worlds that allow for more freedom for the player. Red Dead Redemption, Horizon Zero Dawn and many, many others have proven that open-world games can work brilliantly.

Some games simply don't need this, though.

Wolfenstein is one of them.

Levels are somewhat linear, with a fixed amount of enemies and big, planned out battles where you run and shoot and barely make it out by the skin of your teeth, with the battlefield containing only the corpses of your enemies.

Then you proceed.

Having an open-world removes this. Enemies respawn, you return to areas for separate missions and the fast-paced, run-and-gun nature of the games fades away. While it might seem minor, the open-world goes against the tone of the Wolfenstein games in a big way.

For Wolfenstein 3, MachineGames need to approach their world in the way they approached the earlier games, focusing on level design, rather than create an open-world and leave it at that. The levels in the other games were interesting and fun. The open-world of Youngblood was anything but.

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