Download - Gameplay & Level Design
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