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Beginning
Level Design Part 2:
15) Balance the difficulty for the median skill level. Players of varying skill levels will play your game. While you can try playing your level as a bad player and again as a good player, you will probably not draw any significant conclusions about your level in this way. You’ll probably just conclude that "players who are bad should expect to lose." The problem is that "good" and "bad" are vague terms. The only way to identify what skills players will really have when they begin your level is to determine their median skill level. The median skill level of a player starting your level can be determined by using low- and high-water marks that previous levels have established (or, if it’s the first level, from previously played games in the same genre). You can quickly deduce what minimum skills a player has based on what it took to complete the previous levels – that’s your low-water mark. To determine the high-water mark, you have to gather feedback from people who haven’t played any level beyond yours. This can be difficult, however – if you are basing the high-water mark on the abilities of individuals in your test department or the extreme game geeks that show up to the focus groups for a free game and pizza, your high-water mark might be skewed too far towards the extremely talented players. These hardcore players are not only talented game players in their own right, they also tend to learn from one another while playing, so no one is ever going to play as badly in a group testing environment as they would if they were playing the game by themselves at home. You’re better off identifying the best player, setting that person’s skill level as the high-water mark, and using deductive reasoning to determine the low-water mark. This establishes the median skill of players approaching your level, and with this knowledge, you can play test the level at both extremes and identify where it needs to be made easier or harder.
16) Know the players’ bag of tricks. Each player has his own "bag of tricks" – strategies and tactics for solving puzzles or challenges that are put before him. This bag of tricks includes battle tactics, scouting methods, preferred armament, their choice of allied forces, their choice of targets, their construction strategies, and so on. When designing a level, you can assume that the player will use some of the tricks from his bag to beat your level. However, don’t assume that a player knows a one particular trick yet. Look at the earlier levels in your game and see if players have been taught the trick yet. If they have, feel free to use it, but be careful not to rely on an overused trick, as it makes your level boring. If players have not been taught the trick yet, then be careful not to base your level’s solution on its use. 17) Learn what players may bring to the fray. Have a thorough understanding of what players bring with themselves to your level, in terms of forces, weapons, spells, skill ratings, and so on. It’s not uncommon for designers to underestimate or overestimate what players will be equipped to do as they begin the level. Study the previous levels in your game. Look at the asset revelation schedule (see rule #9). Examine play testing statistics. Estimate what players may be able to afford or build. Then balance the enemy forces and other challenges accordingly. As the game evolves over the course of time, keep an eye on the design of previous levels and make sure that they don’t change significantly – that can throw off the balance of your level or spoil your core game play. For example, if a designer working on the level prior to yours arbitrarily threw in a jet-pack, and you had already created a treacherous, 20-foot wide river to coax the player into a cool bridge encounter, it would ruin your whole level. Be a watchdog over the design of other levels, because it will protect the integrity of your level. Worship the asset revelation schedule so that you don’t ruin someone else’s level, and nobody can spoil yours. 18) Be the adversary. To a certain extent you have to be sadistic to the players. You should enjoy being the adversary, and think from the AI’s perspective. This will help you make much more realistic opponents that a player can understand. Players naturally put a human face on the AI, and so they expect the AI to behave like a human. When you script the AI to behave in a human fashion, it helps players successfully strategize and often draws them deeper into the game. It also evokes a little fear in players, as they don’t expect a game AI to recognize their weaknesses. As the adversary, you need to provoke fear in players and prey on their weaknesses. It’s what makes the game more challenging, fun and fulfilling. |
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