gameplay & level design

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Gameplay & Level Design. Early Successes and Failures . Top Gun. Solomon's Key . Fire ‘n Ice. Back to the Future. The Importance of Interface. The Rules: Victory and Loss Conditions. Strict Linear: Early Console (i.e. Mega Man ) FPS (except Deus Ex -type) Rock Band - PowerPoint PPT Presentation

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Gameplay & Level Design

Early Successes and Failures

Solomon's Key Top Gun

Back to the FutureFire ‘n Ice

The Importance of Interface

The Rules: Victory and Loss Conditions

Strict Linear: • Early Console (i.e. Mega Man)• FPS (except Deus Ex-type) • Rock Band

Multiple Outcome• Fallout• KOTOR

Open World: • Civilization• The Sims

Slightly Open• Spore• GTA 3-4

Adversarial Model Against the Game

• Time / Puzzle Tests: Tetris• Simulated Conflict: Doom

With other Players• Direct Conflict: Halo• Indirect Competition: WoW• Collaborative: LEGO series

Elements of the Challenge Perfect & Imperfect Information

• Mario vs. Space Quest Types of Knowledge

• In game vs. Out of game Resource Management

• Automation vs. Micromanagement Reaction Time Spatial Awareness

Balance Balance through construction

• Symmetrically Balanced• Strategically Balanced

Balance through adaptation• Building• Maintaining • Destroying

Level Structure Level Availability

• Now that I have the key … Level Boundaries

• … a fire blocks me in! Level Requirements

• Where is the extinguisher? Level Duration

• It’s getting hot! Difficulty Advancement

• A red demon? Why won’t it die? Relationship to Story

• My wife started the fire !?!?

Time Modeling Real Time Limited

• Timer countdown or environmental pressures

Variable• Player or system

controlled Altered

• Bullet Time• Braid

Camera Positioning Full Zoom and Pan

• Spore• Most Current RTS

Top-down• GTA 1-2, Zelda

Limited Perspective• Civilization 4

Side Scrolling• Sonic, NES

Novelty Repetitive gameplay is a coffin nail

• You can do the same thing – just not the EXACT same thing

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