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Rules to Design By and Parting Advice
7) Reward player imagination and efforts. Players like to experiment and explore. The more solutions, secrets, alternate paths, and so on, that you provide in your level, the more satisfied players will be. It’s a great feeling when, as a player, you come up with a not-so-obvious solution that succeeds. Remember that players almost always go off the main route hoping to find shortcuts, hidden caches of goodies, or other unexpected items. When designing a level, try to think about what players may want to try, and give that to them. When they say, "What if…?" your level should respond with, "Yes, you can." Nothing is worse than designing what appears to the player to be a challenge, alternate solution, route or secret place that offers no reward. Players try to interact with everything, and when the interaction is pointless, frustration results. Interactive game play objects (e.g., moveable crates or exploding canisters) which serve no purpose tend to frustrate players. Players may try for minutes, or even hours, to figure out what they are suppose to do with these objects. Don’t let players down in this regard. For example, in a Quake or Unreal level, imagine if a player saw some rafters just at the edge of his jump range from a narrow ledge and said to himself, "Ah, a challenge. I wonder what’s up there." If those rafters served no purpose in the game, the player might spend an hour trying to jump out onto the first rafter, only to repeatedly fail in his efforts. The player might quit and feel let down, or even worse, this might pique his curiosity even more, and his resolve to get out there might harden. If he ultimately made it and realized that there was nothing up there, he’d get annoyed both at himself for wasting time playing the damn level, and at the level designer. So, when designing and testing your levels, look out for these "black holes of interaction" and get rid of them. Or, better yet, give them purpose by rewarding players who expend the effort to figure them out. 8) Pay attention to level pacing. Pacing is the introduction of conflict and tension, plus what some like to call the "adrenaline rush." This follows closely the Thesis-Antithesis-Synthesis model that we know from stories and films. The tension builds as the player (the thesis) interacts with the antithesis, and it crescendos right before the synthesis, where the reader, watcher or player breathes a sigh of relief. (Or, alternatively, the player may get grim from his failure and restart the level, pretending it never happened.)
Because games are interactive, forcing a certain pace into the level can be difficult. What if the players don’t do what you want them to do? What if they take too much time? What if it’s too easy and unexciting when it’s played slow or too intense if played too fast? There are some things you can do to remedy this without taking all the interactivity out of it. Time limits add tension that’s immediately perceptible by the player. A time limit can force a player to move more rapidly, or adopt tactics that you want him to use, such as splitting forces to achieve multiple objectives. You can put in an artificial time limit – like a mission clock, a puzzle-solver clock, or a turn time limit. You can institute a realistic time limit into a level, like the time it takes a certain enemy or ally unit to move to its exit point, or the time before enemy reinforcements arrive to overwhelm the player. Controlling the movement speed or distance a player may traverse in a turn drastically affects game play pacing. While you cannot just arbitrarily change this in your level unless you are doing a puzzle game like Tetris, there are other ways you can play with speed. Often terrain affects movement speed, such as swampy ground that slows you down, a highway that permits you to speed up, or an obstructed and twisty route that slows your progress. Giving units different movement speeds and/or movement restrictions can slow or speed up the players, if they have to travel with that unit. For example, giving the player a slow, heavy tank will encourage his forces to slow down to the tank’s movement speed, and making the player guard a fast-moving ATV will force him to speed up. Pacing can also be set by the enemies’ speed. For example, in a POV shooter, the player may have to chase down an elusive ninja who’s trying to escape from a lord’s castle. In a side-scroller, the boss monster can be made faster or slower. Whenever a player has to move and act faster or slower than he’s accustomed to, it builds tension. By using these various methods to manage tension through movement speed, you gain precise control over the pacing in your level. 9) Reveal assets carefully. Keeping the player interested in the game requires careful asset revelation. Assets are the game’s eye candy, such as terrain objects, enemy and friendly units, upgrades, puzzles, and so on. All but the simplest games try to reveal these assets gradually to players, so as not to overload them on the first level, and to keep them interested in going on to the next level. The lead designer will usually have guidelines for what new assets your level will introduce. Try to make these new assets a centerpiece to your level, somehow associated with the core game play. Their introduction should be dramatic or significant, and ought to portray the uniqueness of the asset. For example, if you are introducing a new power-up that makes the player invisible, then make that invisibility a pivotal part of the solution to the level. If you are introducing a new enemy that flies, set up an encounter where this creature alone attacks the player in an environment that demonstrates the benefit of flying. If you are introducing a scattergun, make the gun available somewhere in the middle of the encounter with the flying enemy, so the player can see the dramatic difference in the effectiveness between his rifle and the scattergun against flyers. The position of assets within the level is extremely important. Positioning power-ups, booty, and other loot – commonly called "gimmes" – establishes goals for players to move towards. Gimmes are often the reward for the challenges you put between them and the player. Careful spacing of enemy encounters and game play objects, such as turrets, bridges, fuel drums, and so on, keeps the player interested in exploring and completing the entire level. A lull in the introduction of assets can encourage the player to turn the game off. A good example of careful asset revelation within a level is shown in Heroes of Might and Magic II. At every turn, your heroes reveal a little more terrain and more assets to investigate, acquire or conquer. This revelation is what some call an "event horizon," because it triggers and inspires players. New assets that appear on the event horizon keep players interested.
Unfortunately, an example of bad asset revelation can be seen in the same game. Heroes of Might and Magic II sacrificed its diversity of assets to make an individual level interesting, but in so doing, nothing new was left to be revealed in subsequent levels. With nothing new to reveal in later levels, the designers merely tinkered with the quantity and alliances of enemy players. This scenario raises a very good question: Is it okay for a level designer to ignore the other levels in a game and use any and all of the assets he wants in order to make his level better? The answer is no. If the natural progression of asset revelation from level to level gets broken by one particular level, then the other levels seem weak in contrast. It also forces other designers on the project to redo their levels, and that causes havoc and wastes time. The next thing you know, that one level has set a precedent that the lead designer did not intend. Having just finished a game project on which this happened, I can vouch for how much a level that breaks the asset revelation can screw everything up. 10) Challenge the player. Your job as level designer is to challenge the player. A level isn’t truly satisfying unless victory is at times uncertain. So you have to present challenges to players that really test their mettle and make them uncertain of their victory. When doing so, you have to cater to different player abilities (see rule #6) and to increasingly skilled and equipped players. Where your level is positioned in the game timeline or "level progression" should indicate how difficult it needs to be. In the first few levels, players learn how to play the game, so these levels should be a little forgiving. Levels at the end should be the most difficult to coincide with the increased skill and player resources.
There will be times when you find that your level, although it plays really well, doesn’t quite fit into the progression. It may make the levels before it or after it seem too easy or too hard. There are a number of solutions to this problem.
In some games, levels are grouped together into modules, like missions within an operation, floors in a dungeon, or regions on a planet. While the subsequent modules should generally increase in difficulty, the last level within a module may be more difficult than the first level in the next module. This is because there’s a natural pause and release of tension that players experience when they’ve achieved very important objectives in the last level of a module. Players are not ready to jump right into the intensity again and often appreciate an easier mission to catch their breath. |
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