
Last week we tore apart Christopher Nolan’s Inception with Emil Pagliarulo. Today we continue the discussion with Fallout 3 lead architect/level designer Joel Burgess, who managed to tie in the Pisa Effect, the Rule of Right, and flying meatballs.
Inception’s dream levels are mostly grounded in reality. On the game side of things, you guys create fantasy worlds, but they have their own set of rules that aren’t too far off from reality in many ways.
There are certain expectations people have of reality. And unless you’re going very out there and fabricating an entirely different reality with its own rules, people still have very specific expectations about the heft of something, or the rules of physics.
There’s actually something we refer around here to “The Pisa Effect.” The idea behind the Pisa Effect is that something like the Tower of Pisa, when you see it in the real world, is backed up by the fact that it’s reality. So you see it, and it’s weird, and you say, “Oh that’s crazy,” but you buy it.
But if that was in a video game, and somebody had never seen the Tower of Pisa, they’d be like, “That would fall right over, that’s dumb, this game is stupid.” And as the level designer, you can point at the Tower of Pisa as much as you want and say “this happens in the real world,” but it doesn’t matter, because it’s about the player’s perception. If the player expects it to fall over, then the player is right and you do it differently.
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