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Action Adventure Level Design, Part 1
 
 
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  Action Adventure Level Design, Part 1
by Toby gard [Design]
13 comments Share on Twitter Share on Facebook RSS
 
 
April 20, 2010 Article Start Page 1 of 4 Next
 

[In this Gamasutra design feature, original Lara Croft/Tomb Raider creator Toby Gard here outlines a process for designing action/adventure gameplay that will satisfy the needs of both your player and your game's story, in the first installment of a multi-part series. To read Part 2 of this feature, click here.]

Intro - Delegation

Different people have different approaches to delegating design responsibilities.


I have seen creative directors who seem to have no vision of their own but merely act as filters through which their team's ideas are strained.

I have also seen creative directors who form a rough image of what they want in their heads and then delegate the design to their team after loosely describing it to them. Inevitably the team then repeatedly fail to deliver his expected "right" solution.

A better approach than searching for mind-reading designers, is for the creative leads to express clearly both what they want and where the flexibility is, so that their team can know how to take ownership without getting lost in the creative wilds.

I believe that balance is achieved when an unwavering core vision is delivered to the team (based on the whole team's input and feedback) and then responsibilities are delegated with clearly defined parameters for success.

This first article describes stage 1 of a process that does just that, based on the methods that I have found the most successful.

The process attempts to balance to a healthy amount of creative freedom and ownership for a level team, while keeping a structured vision in place by defining what details are essential to work out first and communicate to the team and what parts are better to be delegated with success criteria.

The steps that the entire process describes can be just as useful for an individual designer regardless of the level of delegation expected to occur.

Since every project has its own needs and team structure, this process is unlikely to translate exactly for you. However, many of the concepts can be adapted for just about any story-centric game.

Stage 1 Level Flow Diagrams

The first step in the clear communication of vision for level design is delivering the Level Flow Diagram.

There are four sources from which the high level design plan should be drawn:

Motivation - What am I doing here?

Like any good scene or chapter from a book, the conflict and resolution of a level should be born from the main character's motivations. This is why the character's motivations should always be clear to the player or they will feel lost and directionless.

These motivations translate into game objectives such as "find the man who killed your lover" or more simply, "kill Boss 5 of 10". The strongest objectives are ones where character and player motivations are in alignment.

It is not enough to simply state the objective or motivation of a character if you want to create alignment. You also need to make it matter to the player if you want them to become invested in it.

For instance, showing through cutscenes that the main character hates a boss enemy, while letting the player know they must kill that boss to progress, results in a much weaker alignment than giving the player reason to hate that boss enemy.

If that boss enemy betrays the player after the player has come to trust him or if he takes something from the player (for instance by killing an NPC that the player has come to care about) then the player and the character will both have a real reason to hate him.

The time it takes to setup player motivation is why it is so hard to align player motivation and character motivation in an opening cutscene.

Often you have no choice but to state the character motivations right at the beginning, in which case the player will only have an intellectual rather than emotional alignment with him or her.

To strengthen that alignment through the game, the motivation "I want to bring my girlfriend back to life" must be completely linked to the player objective "Kill the Colossus."

If the objectives are not directly related to the motivation (for example, if you spend most of your time being waylaid by endless rat killing quests) then the player will lose sight of the meaning behind their experience and their alignment with the main character's motivation will erode along with their interest in continuing to play.

 
Article Start Page 1 of 4 Next
 
Comments

Brian Coonce
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Really enjoyed this, simple and concise. Looking forward to the rest of your series.

Ted Brown
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There's a lot of wisdom and experience in those first six sentences. It's definitely worth unpacking if you are in a lead design or project director position, especially because it keeps a careful balance between "auteur" and "collaborative" development.

luke ward
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nice write-up...

Jason Fleischman
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Great stuff, thanks for sharing your talent with us! Usually I'm against very quantified and structured level design, but the criteria you've provided are concise and yet still cover all the bases needed for an engaging experience. Definitely something to store in the ol' memory banks.



Excited to see future installments of this article!!

Bart Stewart
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Hmm. If "success" in making games requires a balance between art and commerce (as well as between the lead designer's vision and input from other developers), then shouldn't designers strive for a balance between what they want and what they think players will want?



If I'm going to ask people to give me money, it doesn't seem unfair to consider their interests in addition to whatever inspires me.

ian christy
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Great stuff, love how the boil down works, esp. when done early on to create the skeleton, or keel & spine as I tend to refer to similar core threads and structures.



Perhaps for a future entry; I would love to read what you'd see fit to scribe about what might be different approaches / techniques for developing / brewing level designs and mission flows when the governing source material is an established IP / License versus one you're fortunate enough to be able to craft from scratch?



Cheers,

e

Bart Stewart
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I take your point, Tim, which is even more valid in this age when anything that is or can be converted to ones and zeros can find *someone* who will appreciate it.



But it's hard to fully embrace the position you seem to be taking, which (as I read it; please correct me if my perception is wrong) is that any consideration of audience interests must weaken the artist's vision. Do you see no value in trying to identify what things move audiences, and from that information figuring out how to produce those things?



Games are not just form; they have a function, which is to entertain. The form does matter -- I'm in the camp that says computer games are an artistic product -- but the function matters, too. Just as a car designer ought to have an understanding of how people like to drive and ride in vehicles, and a bridge designer has to consider getting cars from Point A to Point B in addition to any aesthetic qualities, so a game designer is wise IMO to understand how people like to play, and how to build systems that satisfy those playstyle preferences.



If your concern is that the how-to stuff can sometimes be presented in too mechanistic a way, I share that concern. People following a recipe are cooks, not chefs. But if you want to learn how to be a chef, you have to start somewhere!



This how-to guide from Toby Gard seems like a pretty good starting point to me. Not only does it offer specific suggestions on the mechanics, which do matter, he comes right out and says that real game design starts with the delivery of an "unwavering core vision."



That's the "what," which sounds very much like your "creator creating what he wants." All the rest is "how," which is exactly what a wise leader solicits ideas for.



I honestly don't get the impression that the author is advocating that designers second-guess what players want to the detriment of a single coherent artistic vision, but that's just me; YMMV.

Sean Buck
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Great piece, can't wait for the next one.

Nick M
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The Motivation section on page 1 is a great nugget of wisdom.



It reminds me of one of the first scenes in Half-Life 2, where a guard makes the player pick up a piece of trash from the floor and put it in a garbage bin. That was worth a thousand cut-scenes. It's no longer about Gordon Freeman, that guard has been a jerk to *me*.

Murali krishna
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It's great thanks for sharing, waiting for next one

sean lindskog
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Smart article.

I think this kind of formal technique is pretty important for larger teams, where it's a lot trickier to get everyone collaborating towards a common design/vision/feel/story/etc.

Tony Dormanesh
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@Tim and @Bart - I think you guys are both right. To truly be good at something, the creator should be a fan of the medium.. essentially the creator is the audience.



Yea, Spielberg, Lucas and Cameron all made movies they wanted to make, but they also made movies they wanted to see or thought should be seen.



When I'm creating any type of art, it usually is something I enjoy myself. Specifically when pertaining to games, I'm constantly projecting myself into the player and asking myself "Is this fun?" "Would I think this is cool if I just picked up this controller?" ... etc.

Sean Parton
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Excellently written; thank you for sharing the insight, and I can't wait to see what's next.


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