Today Level design Arno Kamphuis Game Design 2010-2011 Today • Level design • What is level design? • What are the contributing factors? • Important aspects • Such as design patterns • How do you proceed? What is level design? • Game world design • Look and feel (style) • Immersion • ”Realism” • Control over the challenges • Order of the challenges • Learning curve • Flow • Enabling and restricting the movement of the player (character) What is level design? Traditional • Game world design • Look and feel (style) • Immersion • ”Realism” • Control over the challenges • Order of the challenges • Learning curve • Flow • Enabling and restricting the movement of the player (character) • Strongly dependent on genre/type of game Today Difference There is a difference between: • Game worlds • Levels • Game spaces Questions What is important? • What is the main goal of the level? • Related to the story • Which part of the story is covered in this level? • What objects/characters try to withhold the player from reaching the goal? • How does the level relate to the game world? • Does it cover the part of the world? • Or is the world re-used? • What type of game spaces do I envision? What is important? Scope Patterns Flow Information Scope Scope • What is covered by the level? • Openness: • Is it an open space? • Is it closed? • Or both? • This influences the rest of the design! Major Pitfall • Combining interior and exterior in one level • Often unclear what to do • Difficult to see relationships between outside world and inside • Better to split this • Could be used for general ’story’ in the game Flow Flow • Remember the flow • Balance between challenges and abilities of the player • This is achieved by designing the level correctly • Difficult to fully design beforehand • Play testing is required • Remember that this could be paper prototyping anxiety /frustration actual gameplay challenges flowzone boredom abilities Activity Chart Activity Chart • The activity chart shows the order and duration of the activities • This helps to design the levels Activity Chart • After play testing a number of things need to change: • The first area got slightly bigger to make sure the player spent a bit longer in-game time before the first puzzle emerged. • A small puzzle was added in the middle to make sure pacing was low before the next fight. • A small puzzle was added right before the dialogue to lower the stress on the player prior to the dialogue. • A dialogue was added in the middle of the final battle to get two waves and have the ability to add some help in the battle. Activity Chart Patterns Patterns • Very little information about level patterns from game research • Very much information from architecture and urban design • Design patterns • Software patterns, familiar? • Very dependent on genre • But first some basic principles from architecture... The Path • The path or circulation is the key to organizing good design • This is the main route through the game world • The route in a museum • The critical path in the game • Platform games • RPGs • Isometric games Circulation Patterns • Many different patterns • In architecture often very tight and economical • Mainly because of the related costs • In games a similar situation • Costs not in Euros but in polygons and man-hours • Patterns are different in different genres Components of Circulation Spaces • There are three main components: • Spaces These are the (virtual) spaces that make up the world, and specifically the relative positioning between them. • Corridors/Routes These are the paths between the spaces, the routes that can be taken. • Views These determine what is visible. This has influence on the choices players make. Spaces • Three important aspects: • Enclosure of the spaces • Relationship between spaces • Relationship of spaces to the main path • Note that spaces can be virtual! Enclosure Enclosure • Influence on the experiences • Freedom within the level • Influence on the playability • Think of open spaces in a First Person Shooter Arena • Or closed spaces of Tactical First Person Shooter Space Relationships • Space relationships are often referred to as Organization of Spaces • Different spacial relationships: • Space within a space • Adjacent spaces • Spaces linked by a common space • Different organizations: • Centralized organization • Clustered organization • Beware of the player getting lost Use of enclosure • Enclosures of spaces produce doorways • These doorways are important for playability • Enemies in the next space • Face them one-by-one • Or face them all-at-once Space within a space • A space can be completely enclosed by another space • There should be a clear difference in size! • Results in a hierarchy of spaces • Spaces can overlap • Remain their own identity • Three possible situations giving different function to the overlapped space Space within a space Space within a space Adjacent Spaces Adjacent Spaces • The most common relationship between spaces • Clearly defined spaces • Feature functional or symbolic properties • The degree of continuity depends on the nature of the plane that both seperates and binds them together. Common Space Common Space • Many forms of common spaces • Most common form of Common Space is the Hub • Example: The dungeon spaces in the Legend of Zelda series • The common space is large enough to become the dominant space • Another often used form is a chain of three spaces • The middle space connects the two other space (structurally) Centralized Organization • Composition of secondary spaces around central space • Very balanced • But confusing Centralized Organization Clustered Organization Corridors/Routes • Many spaces next to each other • Three possibilities • Axis-aligned • Centralized • No structure Path-Space Relationship • There are three main path-space relationships: • Pass-by • Pass-through • Terminate PSR: Pass-by PSR: Pass-through PSR: Terminate Ordering of Spaces Ordering of Spaces • The goal of ordering spaces is to allow intuitive navigation • Many ways of ordering: • • • • • Axis Symmetry Hierarchy Rhythm Datum • Axis: A line established by two points in space, about which spaces can be arranged in a symmetrical or balanced manner. • Symmetry: The balanced distribution and arrangement of equivalent spaces on opposite sides of a dividing line or plane, or about a center or axis • Used in many Capture the Flag-type games • Hierarchy: The articulation of the importance or significance of a form or space by its size, shape, or placement relative to the other forms and spaces of the organization. Ordering of Spaces • Rhythm: A unifying movement, characterized by a patterned repetition or alteration of formal elements of motifs in the same or a modified form. • Datum: A line, plane, or volume that, by its continuity and regularity, serves to gather, measure, and organize a pattern of spaces • Like boundedness of game worlds Routes in FPS Routes • Placement and ordering of spaces is the main contributing factor to the layout of routes • Layout and construction of routes determines the ’story’ of the game • Or reversely: The story will determine many aspects of the placement and ordering • However the genre influences this also, e.g.: • Arena First Person Shooter • Adventure/RPG Routes in RPGs Views Views • Views are determined by the visibility of certain areas • For example: A bridge over a valley • Valley completely visible from bridge • Bridge visible from valley • This gives rise to possible risk incentives • Dangerous to be on the bridge • Place e.g. a power-up on the bridge Information Information • Information determines what the players knows • Also what he/she is logically going to do next • Information can consist of many things, like • NPCs • Items found • In-game narrative (movie clips) • Signs • Placement of objects Placement of Objects • Placement of objects can be regarded in a similar fashion as the ordering of spaces • Placement of (usable) objects can give the incentive to guide the player through the environment Next lecture Game Setting
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