Variable Organic Geometric Level Design
… What does this mean? To me it means that the level changes over time and in a manner that fits the motif of said level.
This change over time can come in many forms. The pressing of a button, an incoming train, the destruction of an object, the random sliding of walls and bridges, these are just broad examples of VOGLD.
Of the greatest praise I can give Halo2 is that its use of VOGLD was refreshing and immersing.
The steel planks and garage door on Turf, the bases of Containment, the crates of Elongation, the monorail on Terminal, the spire on Ascension… We know I could continue to list the levels with interaction for a long time, nearly every level in H2, and make that list considerably shorter for H3. Reach and H4, I struggle to think of even a single interactive map beyond destructible glass, man-cannons or airlifts beyond Reflection’s elevator-like lift.
I do not want the CE-H2 combat arena maps to disappear. To this day Wizard/Warlock and Beaver/Battle Creek are maps that “Classic” is written in gold calligraphy as a TM indicator. However as noted in above, especially more so with the BTB-esque maps, interaction of the maps is also very classic… And missing.
What I do want are maps that help combat function similar to the CE-H3 experience of single symmetrical non-AA loadouts by creating more than just PW powerzones and instead compliment those zones with level control preferable spots.
These spots aren’t intended to be like the hill on Valhalla/Ragnarok or sniper towers on the Pit, these spots help control their immediate or remote locations, even the map entirely in couple cases so that camping in any area is less attractive than wanting to consistently move about.
What do I mean? Well have you not wanted to turn off the bridge on Meltdown on a Mantis or group of Spartans, if only momentarily? What if the location of the switch was located in another tactically isolated location? Maybe instead in a tactically visible location?
What if a map could change into 3-5 (or more…) configurations depending on what order the scattered switches are pressed? What if PW drops/spawns or teleporters can be accessed and cut off, quick routes opened up or complete polar change from CQ/corridor combat to open-sight with little cover combat could be the Forerunner motif of the map?
What if there was a vehicle assembly line where the movement of vehicles can only be done by the remote switching of the cranes, conveyor belts, etc that moves the vehicles around? Or the reversal, they can be momentarily stopped by the press of a button.
Longshore was wicked-awesome for the variable path combat and need to get inside the defender’s base to use, but imagine the attackers have a switch that moves a boom into the way of the opened path to close the gate again. This boom can now be toggled back by a switch near Active Camo down at the docks and back again back at the attacker’s base, or simply it’s now on a timer where the gate is momentarily unblocked again.
Dominion gametype settings are great for the base shield and turret mechanics. Being able to expand on the idea of other types of interaction that is either timed or remote controlled is definitely VOGLD idealogy.
VOGLD is not intended to bring randomness to the playing field. Due to the organic part, VOGLD is very much intended to be used for the gametype at hand.
The previously mentioned Forerunner level where there could be 3-5 maps in 1 due to how the map can change, that stage should be allowed to be played in just 1 form without changing or the use of the buttons for those that may find 1 or more of those maps fun to play but not mix up between.
The toggling bridge doesn’t always have to toggle.
… It is the difference between Pro, Slayer and Infinity. Pro might not want to use any VOGLD elements, or the ones they do are very minor, like Turf’s garage and girders. Slayer might want to use most of the interactions but not ones that are intended for full AA combat. Infinity settings are full custom loadouts with fully intended interaction.
That’s just an analogy more than anything but I think it gets my point across. The level of VOGLD is up to the gametype/custom settings.
What about you?
Could use less interaction all around?
Do the interactive environments of H2 and H3 long for a return in greater interaction?
Just plain miss those maps?
Want to drop a tank into the Abyss by turning of a hardlight bridge while it’s incoming?

