“Level
Design is the data entry and layout portion of the game development
cycle. A level is, for all intents and purposes, the same as a
mission, stage, map or other venue of player interaction.” -
Tim Ryan, Gamasutra
From
the title screen onwards, nothing should remind them they are in the
real world. The player must attain a level of escapism for immersion
to take effect, which is only achieved by making sure nothing reminds
them that they are sat at a computer, jamming with a keyboard.
Immersion
can be broken by a variety of common mistakes: Graphical glitches,
bugs.
In
terms of design, something like a car going over a bridge in the
background of a medieval setting. Things like being told to 'press R
to reload' or 'right-click while pressing W' can break immersion as
it reminds the consumer that they are playing a game.
Though
some would not admit, we all love a challenge, and games deliver us
these challenges frequently. Though there is indeed the overarching
challenge of merely beating the game there are also mini, sub
challenges throughout most games that constantly keep a player on
their toes like; Do x in y amount of time, or get from a to b while y
does z etc.
Challenges
within levels can range from traversing a hedge to surviving a room
full of elite soldiers complete with rocket launchers.
The
tough part with making a game challenging is not making it too
challenging so that the majority find it more frustrating than fun.
Emphasis on 'majority' here, as that is your main audience thus you
need to find that medium difficulty that does not neglect most player
only leaving the most skilful satisfied. This can be seen as unfair
towards people of higher (or indeed, lower) capability, however not
all is lost as games frequently have extra content to challenge
skilled players and those who perhaps have already completed the
game, and maybe might like to try something a little harder.
To
clarify somewhat; if your game is a FPS, you should challenge your
players aiming skills, from how accurate to how fast they are. If a
real-time strategy game, challenge the players ability to manage his
or her defence and offence while maintaining a steady economy within
their base.
Challenges
are essentially training, so its a good idea to constantly challenge
your player as to get them up to snuff as games generally get harder
as they go on.
Games,
as do films and books and any other medium within the entertainment
industry need to be... entertaining. If a player gets bored they
could well go do something else. As a game designer this is death,
you want people to play this game so for one to just turn it off
should feel like a knife in the heart, and for the most part
(psychological issues aside) it is the designers fault.
This
reminds me of a game called Mass Effect, you may have heard of it. I
did, and I also heard all the hype behind it, about how it is such a
great story, completely immersing etc. So I finally bought it and
began playing. Didn't think it bad by any means, in fact, I'd go as
far to say I was rather enjoying it. Then the Citadel part came. Just
one hour earlier I was fighting robots with my laser gun, throwing
grenades at some resurrected blue buggers and unravelling a tale of
struggle, impending doom and treachery but now... I am running around
for three fucking hours on this massive ass 'town' going through
loading screen after loading screen and talking to people I really
could not give a damn about who have this problem or that problem and
could I perhaps find it in my heart to do this or that for them
and... you know what? I quit.
Citadel |
Assuredly
I have a personal preference for combat unending over prolonged
amounts of banter yet still this caused me to stop playing.
Begrudgingly I picked the game back up a month or two later with the
promise that it got better after the Citadel, and it did. Yet that
doesn't forgive the game for it's massive flaw. Barely two hours into
the game and I want to quit and let me tell you, I love narrative, I
love story but do I give a shit about Joe Predicament? NO!
Robots
are attacking human colonies and one of the Citadel's finest agents
has betrayed us and I've had a vision of some evil big bastards
coming to gobble up our galaxy so I'm now on my way to talk to the
high council on what our next move will be, because it could well
determine the fate of not just humans, but all other life in the
cosmos... no, I'm not going to hand over your love letter.
Back
on track.
We've
talked about games needing to be immersive, challenging and
entertaining. These are pretty much the building blocks a game is
made from. A little further reading however.
Indeed |
A
game should invigorate a players senses; when they go into an area
their mind should race with ooh's
and aah's, they should
WANT to progress through the level, if they see something
interesting, they will go to it. A nice trick with this technique for
a complete level is to show the player where they will end up later.
For example: looking out a window to the street below and then ending
up down there in a few minutes, or showing a massive radiant light
emitting structure a mile away only to end up there soon enough.
Another good one is showing something like this throughout the level
so the player not only can see where they are headed, and await it
with anticipation, but also to give the player a sort of
triangulation point so they know where they are in relation to where
they've been, or possible in relation to somewhere else they have
seen.
Other
ways to subtley lead players through a level include lighting, or
something as simple as where your enemies are. Don't know where to
go? Follow the gun shots. Simple, subtle, works every time.
Players
also require freedom. This is their game, they've bought it, it is
theirs to do with what they want. Telling them they must go down this
alley, although a simple command to follow, is somewhat condescending.
Like the big arrow in the old Streets of Rage games telling you to go
forward... yeah no shit buddy.
Presenting
the player with options is always a great idea. All you need to do is
set the playing field and just let them work it out, kind of like a
monkey with a children’s puzzle box. You don't tell them how to put
the shapes in the holes, you leave them to it, trying to ram a circle
into the triangle slot doesn't work so they try something else. Not
only does this add a lot of variety to the areas, it also gives the
player a quick sense of accomplishment, which is very powerful
motivator.
Giving
a player the option of two routes that end up at the same destination
is another great piece of level design, the power is in their hands.
Do they take the stealthy route through the vents or the balls to the
wall front door approach? It's their decision to make and makes them
feel like they're playing the game the way they want to, you're not
penalising a stealthy player by making him go through the door. It
all adds to the immersion.
With
all this said, however, the main thing to keep in mind is that you
must make the player care. Story
plays a big part in that motivation however if the levels are poor
(Citadel from Mass Effect) they will stop caring about the game. Make
them exciting, make them want to progress, to explore and reward them
for doing so and you'll find them squeezing in that extra level
before bedtime.
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