Game Development Reference
In-Depth Information
In many platform types of games, you may want to keep the player moving in
a certain direction, so the ability to navigate back isn't critical; it may be part
of the design to prevent the player from moving backward. However, if your
game includes towns, forests, rivers, and mountains, you're inviting the player
to explore the amazing world you're constructing; allowing them the ability to
roam without fear of being stuck is an important feature to keep in mind.
Zandro Chan, creative director at Bedlam Games in Toronto (developer of
Red Harvest ), whose input was crucial for the creation of this chapter, adds this
information about traversing games:
The thing about re-traversal is that the player needs to go somewhere, there
needs to be a destination. The re-traversing portion then needs to be filled
with gameplay so the player is engaged as he/she continues to play through
an area they have already seen. Keeping things fresh in an environment piece
that is re-traversable is very difficult to do. The scripting needs to be clever
and clean as there will be many layers built upon each other. If a nasty bug
exists in one, then it all comes falling down and the game flow will be broken.
Designing a level for a game includes not only the sights and sounds encoun-
tered by the player, but also the gameplay. As we've mentioned before in this
topic, logic should apply to all you do while working on design. It's often a good
tactic to figure out first where major events take place in the level and then
work from there. Begin with the core events, and add pieces as you fill in the
gameplay to the target timeframe, like peeling an onion in reverse.
If your player needs to slay a boss somewhere on the level, then adding areas
where they can improve their skills or obtain necessary equipment while on the
lookout for this boss makes the gameplay more enjoyable and helps build antici-
pation for what is to come.
Start by plotting the
major events that
take place in the
level.
Add places for play-
ers to improve skills
or equipment.
how the narrative Figures into Level Design
Typically, there is a four-point story breakdown:
Opening
Build-up
Conflict
Resolution
Those can be considered plot points and marked on the maps showing how
the level is being designed.
Figure 7.6 shows a map from Fröbish, an adventure game that takes place in
an abandoned sanitarium. The player starts at the front door and, after finding
clues about how to disable the lock, enters the creepy building.
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