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By Tim Ryan
Gamasutra
April 23, 1999

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Features

Rules to Design By and Parting Advice

Contents

Introduction

Have fun while you work – it will show

Reward player imagination and efforts

Make it unique

Balance the difficulty for the median skill level

Play test, play test, and play test some more

11) Make it unique.

Although it is easier said than done, the ability to create unique game elements is very rare these days. Yet at least in level design, you have a chance to combine elements in new ways and tell different stories. And besides, no good game completely ignores its predecessors or the competition, and you shouldn’t, either. Sometimes it’s useful to play the competition in order to identify aspects of your level that you think are lacking, or spot where your level is better. You often come up with new ideas to add to your design palette. You may find that your level idea has never been implemented before, or you may get inspired to try something new. A level doesn’t have to be completely original to have uniqueness. Your individual tastes will emerge in your design, and that alone will make it unique. Hopefully, the differences will fill a void in your own and other players’ experiences. However you do it, uniqueness sets your level and your game apart from the others, ideally in a positive way.

12) If the player didn’t see it, it didn’t happen.

Don’t assume all players will read dialogue or mission descriptions, and don’t rely on their observation skills, powers of precognition, or capacity for logical deduction to understand what is going on in the level and what they should do. Players must see what is happening to understand it. The old proverb "a picture is worth a thousand words" is entirely accurate in level design. To a certain extent, you are bound by the art and animations, but a lot can be accomplished with observable AI behavior, enemy and object placement and settings, and the revelation of terrain.

MechCommander
[zoom]

For example, a mission from the recent hit MechCommander starts off with you on the opposite side of a meandering river from an enemy convoy. You have to destroy the convoy before it reaches the exit point by racing to convenient jumping or crossing points, as the mission description tells you. In its infancy, the level started the player far from the river and the enemy. If you had not read the mission description or bothered to look at the tactical map or mission objectives, you would not have a clue as to your objectives, and you certainly wouldn’t perceive any sort of urgency. You wouldn’t know what the enemy was up to, or why. By the time you got through exploring and fighting a couple of battles, you’d lose without any idea as to why you lost. Maybe you’d try again and read the mission description, or perhaps you would just turn the game off.

The level was changed to put the river and the starting point of the enemy convoy within your line of sight as the level started. Right away, you see your target and perceive the problem of them being on the opposite side of the river. Soon after you exchange missile and laser fire across the river, you realize that the convoy will not slow down to attack you, and you find yourself in a race to cross the river and cut them down before they get away. The whole objective and core game play of the mission is revealed in seconds without any words or confusion – just with insightful revelation, positioning, and enemy behavior.

13) See through the player’s eyes.

Players usually watch most closely those objects that appear on a level’s "event horizon." The event horizon is where new terrain is revealed and where enemies are engaging the player. Changes in the event horizon often trigger a reaction from players or influence their decisions, and changes elsewhere may not get noticed immediately.

For instance, if an enemy unit suddenly appeared in the middle of previously revealed terrain, it may not attract the player’s attention, at least until a blip appeared on the radar or the new unit attacked one of the player’s buildings. However, if the enemy unit appeared where new terrain was being revealed, it’s likely that it would be noticed right away. Likewise, a building isn’t really looked at except when it’s initially revealed.

While some players spend time examining previously revealed terrain, most people do not, and it becomes even less likely when the game takes place within a 3D environment. Players usually only observe what is in the "here and now," and you should put yourself in their position to ensure that you don’t put imperceptible events in your level.

14) Fulfill player expectations.

Players will have certain expectations about your level based on what they may have already seen or been told. While it is fun and challenging for a player to experience the unexpected, you have to be aware of their initial expectations. This makes it easier for you to ensure that you are either meeting those expectations, surpassing them, or tossing them out altogether.

Players’ expectations can change throughout a level as you feed them more information. If you build up certain expectations and fail to follow through on them, the level can seem confusing or barren. If you elect to surprise the players by tossing out their expectations and revealing the unexpected, be sure it’s important for your level, because the players will certainly perceive it as important. For example, it you tell the player that they are in an industrial building and they don’t find any industrial equipment, they’ll get confused. They’ll wonder if they are in the right building or if they’ve missed any floors. Unless it’s important to the plot to surprise the player, you should either change the mission description or insert a few industrial machines into the level. Likewise, if you want to surprise the player with the existence of alien technology, you probably wouldn’t want to put it in an industrial building, because alien machines wouldn’t necessarily look much different from other machinery. You would be better off putting alien machine in the cellar of an old barn, where it would really grab the player’s attention. Sometimes, it’s only by taking the player’s perspective that you can perceive their expectations and identify aspects of your level that need to be improved.


Balance the difficulty for the median skill level


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