5.
Overlapping Events and Behavior
Dynamic is lost if only one
change occurs at a time. Discover the right amount of events to occur at any
given moment of time.
Level design example
Providing the player the ability to build from an
appropriate list of structures.
System design example
The linebacker points to direct fellow players, the
defensive end shifts over, the quarterback points and calls out football jargon
and the crowd cheers louder because it's third down. All this occurs before the
snap.
UI example
Points accumulate in the score while each kill is
individually tallied on screen.
Story Example
Multiple plot points are at the forefront of the narrative
experience. Example: the king is on his deathbed while his war is being waged
and he has yet to announce an heir -- all while an unknown saboteur
orchestrates a military coup.
6.
Physics
The player's primary logic
operates within the known possibilities of physics. Keep in mind gravity,
weight, mass, density, force, buoyancy, elasticity, etc. Use this as the
starting point, but do not be limited by it.
Level design example
Ensuring a hole in the floor is the correct size for the
correct purpose. Whether it is part of the path of level progression, or simply
for visual aesthetics.
System design example
A spark particle effect occurs when the player's vehicle
scrapes the side of the concrete wall.
UI example
The GUI's theme references scrapbook elements. In which
case, animated transitions, highlights, etc. follow the physical
characteristics of paper.
7.
Sound
Ask yourself, "What sound does it
make when ________ happens?" "Is the sound appropriate?" "Is the sound
necessary?" "Does it benefit the experience or hinder it?" If players close
their eyes, the sound alone should still achieve the desired affect.
It's debatable whether this principle should be included
since Sound Design can be considered separate from Gameplay Design. I've
included it because sound is crucial and can easily be neglected. The more it
is considered, the better the experience is for the player.
Level design example
Flies in swamp level make a sound when close to the camera.
System design example
A proximity system where sound effects volume fluctuates
depending on distance of game assets.
UI example
Only visually prominent graphics have sound effects attached
to them, so as not to muffle the auditory experience.
The next three principles individually touch on other major
design components.
Progression
8.
Pacing
Keep in mind the desired sense of
urgency, the rate in which events occur, the level of concentration required
and how often events are being repeated. Spread out the moments of high
concentration, mix up the sense of urgency, and change things wherever possible
to achieve the proper affect.
Level design example
Create areas for the player to admire the expansive view,
versus areas where the player feels claustrophobic.
System design example
Create long, powerful attacks versus short, light attacks.
Environment
9.
Spacing
Understand how much space is
available both on-screen and in-world, recognize the spatial relationship
between elements and take into account the effects of modifying those spaces.
Level design example
Lay out the appropriate amount of space for the appropriate
number of enemies to maneuver correctly.
System design example
When an AI character moves through a bottleneck area, walk
loops switch to standing idle when the AI character is not moving forward, to
show that the character is "waiting" to move through the narrowed
space.