Layered level design is all about getting more mileage out of a game's level content. The distance metaphor is an apt one. Considering the wealth of games that feature an avatar (1st person or otherwise) that moves through the game world, getting more use out of a space often times means inventing reasons for the player to travel through it multiple times.
Competitive multiplayer games get a lot of mileage out of their levels. This only makes sense. The most interesting part of such multiplayer matches is usually the opponent(s) who provides a human dynamic. Each player plays differently even from round to round thus creating play experiences that are never repeated.
Single player games (and co-op games) generally provide very guided and at times scripted experiences when compared to competitive multiplayer games. Because of this trend, a given space in a single player game can have a very limited amount of uses or unique encounters. Fortunately, this is a problem that developers have been tackling for many years.
Super Mario Brothers is a platfomer balanced around the counterpoint between Mario, enemies, and the level structures. Because of the dynamic of space, moving through the game world changes the relative timing for any upcoming action. If you need more time to stomp a Koopa, just back up. But when you back up, the Koopa will continue moving. You can't backup forever, so eventually you'll have to JUMP on the Koopa. If you kick the shell, it'll travel further on the screen the longer you waited to jump on the Koopa in the first place. If you run with the shell, it may have even more screen time. The resulting effect of one action versus another can create significant gameplay differences.
Furthermore, in Super Mario Brothers, the player can use transformative powerups and organically control the difficulty level of challenges. Only Big Mario can break bricks. With each destroyed brick, the level is transformed. Likewise, the Fire Flower powerup influences players to take on the same enemies in a new way. And finally, by using the RUN mechanic, players can make their progression through a level much quicker. The added speed in turn reduces the amount of time players have to react to upcoming obstacles. Furthermore, the momentum Mario carries when running makes maneuvering more difficult.
Mario creates layers of gameplay experiences through a level design that reacts to emergence, transformations, and suspension. Mario's layered design is also mostly organic meaning you don't have to activate it. It's happening all the time. Besides Mario, folded levels are inherently 2 different gameplay experiences layered over the same game space.
Co-op multiplayer, when done correctly, is a great way to extend the life of a game and to add more group fun to the experience (using the word "fun" very loosely here). However, even considering all of the co-op, co-ounter-op, dynamic, and emergent elements, adding more players in the game doesn't necessary make the challenges any harder or more interesting.
Consider how the challenges in these co-op games change with the addition of human players.
Many co-op games that are also designed to be played solo tend to only give the player advantages for playing with more people. In a shooter, you can cover each other during reloads. In an RPG, you can double team an enemy, which increases your damage dealt over time. In a platformer, you can multiply your chances of reaching a goal or checkpoint. Aside from any drawbacks due to any elements of co-unter-op design, the challenges remain the same while your team gains more options and abilities with every added player. What if a game's challenges naturally changed when more players are added into the mix? This is the basic concept behind...
(P)layered level design: when the challenge(s) of a level fundamentally and organically change with the addition of players. The additional players can be cooperative, counter operative, or neutral. This means writing some code that recognizes how many players are in a game and rearranges the puzzles, enemies, or any other gameplay element is not (p)layered level design. The level must remain unchanged to qualify.
Believe me, (p)layered level design is hard to come by. For the reasons described above, even four Swords, the king of co-op game design, doesn't provide good examples of it. So, I had to make up a few examples. Now, I'm perfectly aware that Super Mario World isn't a 4 player co-op game. Just image that it is to grasp the concepts.
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So...
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So...
And that's (p)layered level design. The more players you add, the more interesting things become. The trick is to designed challenges that decay or influence players to take advantage of the power of the group. New Super Mario Bros. Wii is said to be designed for 1, 2, 3, and 4 players. Could that mean it has (p)layered level design? We'll know soon enough.