Tuesday, October 29, 2013

Brown Bag Board Game Designers’ Document: Power Struggle

Brown Bag Board Game Designers’ Document
Members of the Group: Christian, Kris, Matthew, Sandra
Working Titles of the Game: Power Struggle: THE TOURNAMENT OF CHAMPIONS
Designer/Publisher: Blue Team_VCIM 1200 Game Design 1
Brown Bag Items Used: blank board, blank cards, medium small binder clips
Number of Players: 2 – 6
Estimated Play Time: 40+ minutes
Estimated time to learn how to play the game: 10 seconds to read short instructions, then learn as you play
Estimated Setup Time: 2 minutes, but you can be creative and add pieces and instruction cards
Premise or Theme of the Game: Players must reach center “hilltop” first despite advantages, disadvantages and challengers.
Objective(s) of the Game: Race to the end first, trump others when possible.
Goal(s) of the Game: To win first place.
Elements of the Game: Game board, dice, energy cubes, instruction cards, player markers / avatars.
Overview of the game Procedure/Rules:
       each player draws one card per turn OR throws dice. You use the card’s instructions to move forward, back on the board, or attack another player advances

       landings on the board, as well, gives or takes away energy or other options

       some options, such as short-cuts, can be “bought” with enough energy
                  
RULES IN DETAIL:
1) Place your game piece on the nearest blank spot (on the outer ring)
2) Roll to decide who goes first
3) On your turn, you can choose to either
    a) roll the die to move
    b) draw a card
4) if you draw a card, you must wait until the beginning of your next turn to use it, and can only use it after you pay the energy fee
5) you cannot have more energy than your current cap allows (you start with 10, and all energy cubes start off in the “used” block on the board. when you land on a space that gives you energy, simply move your cubes into the “free” block)
6) First person to make it to the middle wins!
Types of spaces:
-Energy spaces :these simply give you more free energy to use
- Regeneration spaces: landing on one of these automatically raises your free energy by half (ie: if you have no free energy, and a cap of 10, you get 5 free energy for landing here)
-Bridges: you need to cross a bridge to advance to the next level, and each bridge costs energy to cross
- for cards, simply pay the energy cost, and follow the instructions. You don’t have to use them right away, so be strategic.
How energy and your cap work:
-you start the game with a cap of 10 (maximum cap is 25)
-these cubes will stay in your “used” block until you earn more energy
- when you earn energy, move blocks from your “used” space to your “free” space.
- Free + Used = your energy cap
-when you raise your cap, add the extra cubes to the “used” space

Are players in cooperation or conflict?: Conflict.
What is the overall aesthetic of the visual elements; board, box, tokens, etc…: The general aesthetic is energy. However, the marketing look for this can be altered to fit other settings; such as medieval / middle ages, comedic chicken to top of hill road, space station, etc.
Playability
Is the game easy to learn from the instructions?: Yes. Read instructions and play.
Are the rules easy to explain to others?: Yes.
Does the game rely on luck, strategy or other elements?: Mostly luck at each draw of card or throw of dice. Some strategy as you bide your time and collect energy
Is the Game reminiscent of something else in theme or game mechanics.: Candyland, Star Fluxx, King of Tokyo
Rate the fun factor of the game. (Mass appeal or Gamers Game).: Both. Casual gamers first but with the inherent ability of gamers adding their own instruction cards, this could grow into an RPG, or even an attack plus race game.
What elements could improve the game?:
What is the replay value of the game? Is it one and done or does the game lend itself to more replay, experimentation or rules or with complex strategy, etc…: Replay can be high, since its basic rules can make the game a new, fresh one, each time, and there may be a possibility to add more personalized or freaky goals, actions, etc.


Monday, October 21, 2013

Postmortems at Gamasutra

http://www.gamasutra.com/features/postmortem/


Postmortem: DrinkBox Studios' Guacamelee! 6
by Anonymous [09.23.13]
Learn about the development of the popular and acclaimed PlayStation Network Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
Business/Marketing, Design, Postmortem, Production, Indie

Monsters from the Id: The Making of Doom 1
by Array [08.22.13]
From the very first (January 1994) issue of Game Developer magazine, this feature on Id Software paints a unique portrait of a legendary developer whose games would launch a genre.
Postmortem, Game Developer Magazine, History, GD Mag, GD Mag Exclusive

Postmortem: Kingdoms of Amalur: Reckoning 11
by Array [07.30.13]
In this postmortem, reprinted from the April 2012 issue of Game Developer magazine, former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Postmortem, Production, GD Mag Exclusive, Alternative Funding

Postmortem: Game Developer magazine 8
by Brandon Sheffield [07.05.13]
In this postmortem from the final (June/July 2013) issue of GD Mag, Brandon Sheffield turns the critical lens inward to examine the ups and downs of GD Mag's 19-year legacy.
Postmortem, Game Developer Magazine, GD Mag Exclusive

Postmortem: Resident Evil 4 8
by Array [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Array [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem: Pangalore's Knightly Adventure 3
by Array [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
Business/Marketing, Postmortem, Production, Art, Smartphone/Tablet

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Array [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Postmortem: Appy Entertainment's Animal Legends 7
by Array [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

A Mini-Postmortem Roundup 5
by Array [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive


http://www.gamasutra.com/features/postmortem/

gamasutra, game, game design, post mortem, postmortem

15+ Analyses, Post Mortems, and Game Design Docs by Michael James Williams on Sep 19th 2013

http://gamedev.tutsplus.com/articles/roundups/analyses-post-mortems-and-game-design-docs/

You can’t beat learning from personal experience… but learning from someone else’s experience is often less painful. In this post, I’ve collated some of my favourite post mortems, game design documents, and design analyses for mainstream games, from Mario, Sonic, and Zelda to MGS2, The Sims Social, and Portal.


Level Design In The Legend Of Zelda


Post_Mortems_Analyses_Game_Design_Docs_level_design_zelda

The NES was the Wild West of game development, I thought, lawless and free. [...] As it turns out, I was totally wrong! Instead of finding something outdated with a ton of nostalgia value, I found an excellent primer in the fundamentals of non-linear game design.

Ratchet and Clank Developer Commentary

Tony Garcia and Mike Stout play through the Ratchet and Clank games they worked on, discussing the creation of the games as they do.
There are hours of these videos to watch, so here are a few moments that stuck out for me:
  • On focus testing: They don’t dumb down elements because focus testers can’t figure out how to use them, they cut them out when they realise they can’t afford to put in the time and resources to get the resources right.
  • On side-quests and mini-games: “If the player didn’t sign up for the thing you’re designing, you really shouldn’t make that thing super hard.”
  • On focus testing levels in “block form”: It’s really hard to get testers to look past unfinished art and test the gameplay alone; it invites simple criticism of “it just looks unfinished”.
  • On puzzle design: It’s more important for a puzzle to make the player feel smart than it for the puzzle to require the player to be smart. (Also touched on in this video.)
  • On hard vs. fun: “It’s really easy to make something hard, but making something that’s fun and difficult is different.”
  • On pathfinding: Tony discusses getting the Tyhrranoids to behave.
  • On jobs: Mike and Tony discuss the state of the games industry, and getting a job in it.

Chrono Trigger’s Design Secrets


Post_Mortems_Analyses_Game_Design_Docs_chrono_trigger

By allowing the players to travel freely through time and space, the developers opened up the game world to exploration. Although most optional narrative sections are inaccessible until the player finds the Epoch – a time machine which also allows for fast travel through the game world – the player is allowed to find their own way through the main narrative with minimal interference.

The Light of Day (Jill of the Jungle)


Post_Mortems_Analyses_Game_Design_Docs_thelightofday

The player’s mechanical actions – a slow climb, gaining a small bit of ground every time she hits her jump key and manages to grab the next power-up token – mirror the protagonist, jill’s situation. and central to the experience is upwards motion (reinforcing the metaphor, each token is an arrow pointing up). jill is trying to climb out of the underground and into the light; the player is jumping her avatar higher and higher to unlock the level exit.
Also see to the right, hold on tight and low overhead, each about the design of Super Mario Bros.

Lessons From Doom


Post_Mortems_Analyses_Game_Design_Docs_doom2_top_shot

The lesson for future games might be this: make your technology extremely simple, easy to modify, ship it with a diverse enough pool of content that people can extend it to create a variety of settings and styles, and promote the sharing of this content as a way to add value to your game.
I know this quote is about Doom, but I can’t help but think of Minecraft.

The Invisible Hand of Super Metroid


Post_Mortems_Analyses_Game_Design_Docs_invisible_hand_super_metroid

Whenever a Metroid player aquires a new power-up, her mind races back in time in a way not unlike what happens at a turning point in a movie. When a secret is revealed we are forced back through the story to mentally review everything we’ve seen so far, sometimes changing the interpretation of entire scenes. So that’s why Obi-Wan was so worried about Luke facing Vader. What did this change? This happens in Metroid too.
 [MORE at  http://gamedev.tutsplus.com/articles/roundups/analyses-post-mortems-and-game-design-docs/ ]

analysis, docs, documents, game, game design, game design docs, post mortem, postmortem

A Mini-Postmortem Roundup

http://www.gamasutra.com/view/feature/191265/a_minipostmortem_roundup.php

by  [Business/Marketing, Design, Postmortem, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive]

April 29, 2013 Article Start Page 1 of 8 Next

 
A reprint from the April 2013 issue of Gamasutra sister publication Game Developer magazine, this article rounds up several mini-postmortems for a variety of high-quality indie titles.

If there is one thing we've learned over the last year at Game Developer, it's that dev studios need to stay current on every potential game platform out there, or risk missing opportunities to reach the widest possible audience.

That's why we've put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's Faster Than Light (PC), KIXEYE's War Commander (social), and RSBLSB's Dyad (console).

So whether you're a single-platform dev wondering if the grass really is greener, or you just want to learn more about what went right and wrong with a handful of standout games from last year, read on for the mini-mortems.

Mobile: Dragon Fantasy

By Adam Rippon and Bryan Sawler

We started on Dragon Fantasy on April 1, 2011 as a tribute to Adam's late father, Tom. Adam started making the game as a way to cope with the depression and stress in his life. While it probably wasn't particularly healthy to be as obsessed as he was with one project, he sure did get a lot of work done in a surprisingly short amount of time! 

The first chapter of Dragon Fantasy launched on iOS on August 23, 2011.

What Went Right

1. Regular Content Updates

The game was a modest success, and we immediately set to work on adding more content to it, hoping that by continually adding new content we could keep sales consistent.

While we weren't hugely financially successful from all of our free content updates, the goodwill and reputation that it earned us was a huge benefit. We've made a lot of friends in the indie developer community, which has been a huge help. We learned a lot about how to market our game via shows and via the press. 

Also, we bumped into Sony several times during the development of the game, and I believe that it was our dedication and cult-favorite status that led them to decide to include Dragon Fantasy Book II in the Pub Fund. Had we put out chapter one and called it a day, I wouldn't be writing this article right now!

2. Great Press Coverage

If there's one thing you absolutely need to have on your side, it's great reviews -- and we got lots of 'em. We enjoy a 4.5 star rating on both iOS and Android, despite the perpetually entitled rage of the "OMG WHY ISN'T IT FREE" crowd. 

We got great coverage from RPGamer, whose editor-in-chief absolutely loves the game. 

Joystiq gave us some great shout-outs. And our crowning achievement was our interview with Kotaku Australia -- Adam has a copy of it printed and hung up on his wall, and his mom even mailed a copy of it to his grandma. (It was that good.) 

Apparently it wasn't that common for Kotaku U.S. to run Kotaku Australia's articles, but they ran this one. Oh, and the sales bump from that beautiful article? Very, very nice. Great press goes a long way.

3. Good Tech Helps

Dragon Fantasy may not look like it's a super high-end engine, what with all the ginormous pixels and whatnot, but you'd be surprised! We've always rolled our own engine and tools, and the work on Dragon Fantasy was a serious boon to the production of our very powerful and very easy-to-use UI system. 

While we didn't make a ton of money on the game itself, we did make a fair bit by using the tech we built for the game on other contract projects. We've done numerous paid projects for larger clients using our MuTech engine, even going so far as to use it in a political news app! 

And despite being reviewed by dozens of blogs, not a single one noticed that it wasn't a native iPhone app. We're pretty proud of that. So while we probably could have just done Dragon Fantasy with some off-the-shelf engine, there are some serious benefits to building your own cross-platform, application-agnostic engine if you have the means. 

Article Start Page 1 of 8 Next

Brown Bag Game Assignment

Blue Team and the other teams, too, are working on constructing a working tabletop game design from items given to each team in a little brown bag. 

I've uploaded what notes I've remembered to our shared Google Docs and am waiting for edits and / or corrections from teamers.

Surprisingly, I'd forgotten how easily one can generate game rules [remember childhood?], although it is a little more difficult as adults who aren't play friends tp work out the details. But it is doable.

Wednesday, October 16, 2013

Dropped GameSalad Quiz Project. Whoo!

Thank sanity for online questions and answers. Found the one major problem I had with images breaking was because GameSalad gets confused if you SAVE AS in the middle of your work and you have images installed in your game design.

You have to SAVE, then CLOSE. Go to files, DUPLICATE the file and change name, then open to see your background images retained. That should fix it. Still haven't figured out layering images; like a background with a small image to appear later.

Will see if I can publish it here, later.

Thursday, October 10, 2013

Ten Principles of Good Level Design (Part 2) by Dan Taylor on 10/06/13 at Gamasutra.com

http://www.gamasutra.com/blogs/DanTaylor/20131006/197209/Ten_Principles_of_Good_Level_Design_Part_2.php

Following on from the principles discussed earlier in Part 1, let's get stuck in to the final five, starting with...

Good level design empowers the player

“Dream no small dreams for they have no power to move the hearts of men.” - Goethe

Videogames are escapism... pure and simple.  Why would players want to escape to somewhere more mundane than their existing lives? Level Designers should never ask players to do something that they can easily do in real life – your mission objectives should shun banal and repetitive chores, and always be interesting and exciting!

This may sound obvious, but even the best game developers can sometimes lose sight of this basic principle, as comedian Dara O’Brien points out.

Red Faction Guerrilla
Figure 10: Red Faction Guerrilla – taking out a bridge’s support struts with the concrete-eating nano-rifle is, quite frankly, freakin’ awesome.

For players to experience true empowerment, their actions must have a noticeable effect on the game world.  On a low, immediate level this could be the interaction with (or, more usually, the destruction of) objects within the environment, but, if you don't have the immediate gratification of destructible scenery, like Red Faction (Fig. 10), you can script your levels to reflect the player's influence in other ways, like the citizens of Empire City and New Marais in inFAMOUS (Fig. 11).

inFAMOUS
Figure 11: inFamous – the karma system is fully integrated into the open-world level design, with scattered side-missions that force the player to make moral choices (diffuse the bombs and save the citizens, or detonate them to absorb their power), and a populace that will throw rocks at your enemies... or you, depending on your play-style.

For Medal of Honor Heroes 2, we wanted to make the secondary objectives more than just a shopping list of hidden Nazi dossiers, so we created side missions where the player could rescue allied troops, trapped at certain locations hidden throughout the level. These troops, once freed, would fight alongside the player, which made him/her feel that there was a direct consequence, and reward, for his/her actions.

Good level design allows the player to control the difficulty

The difficulty of games is one of the hardest things to get just right. The standard technique of having Easy, Medium and Hard difficulty settings feels particularly arcane when you consider that  players are asked to make this decision before they have even attempted the first level, and thus have no idea of which setting is appropriate for their skill level.

A systematic approach to this is to implement dynamic difficulty, most noticeable in games like Fallout & Skyrim, where the enemies become more powerful (and treasure more valuable) based on the player’s experience – thus adjusting the challenge on the fly, to suit the player’s competence.

However... such systems are not always available, and so a well designed level must allow players to manage difficulty themselves, through clever use of risk and reward.  The basic path through your level or mission should be properly paced for a player of moderate ability, with the appropriate peaks and troughs of challenge (along with a splash of surprise), but there should be areas off the main path that present a clear opportunity for the skilled player (or an easier option for those less adept).

Whenever the player has to make a path choice, both the risk, and resultant reward should be clearly called out using the level’s language (as mentioned earlier), enabling the player to make an informed decision (Fig. 12).

Burnout Paradise
Figure 12: Burnout Paradise – Skilled players can take a risk and aim for short cuts, which are clearly called out by yellow barriers (a recurring motif). Difficulty is indicated by the narrowing of the track, and the reward, which may not be obvious from the in-game camera, is a reduced time and a sweet bit of air.

Whilst the manifestation of this principle may be obvious for a racing game, it is still equally applicable to other genres, like shooters or RPGs, where these high risk/reward areas might take the form of a powerful weapon that is in a tricky to reach (but easy to see) spot, or a flanking route with a guard whose back is turned, allowing players skilled in stealth the opportunity to sneak past.

These side-paths can also constitute a puzzle, requiring a little more cerebral skill to access (Fig. 13), and can even be worked into optional, secondary objectives (e.g. Find the U-boat commander and kill him to unlock the enhanced Luger), making them more apparent and extending your replayability.

The Elder Scrolls: Skyrim
Figure 13: Skyrim – The chest is clearly visible from the main path, but has no obvious access; players have to use a dragon-shout to leap a chasm (an advanced technique) and pick a lock if they want to collect the treasure. All the clues are clearly visible for the keen player who is ready to put in a little extra effort to get some cool swag.

Good level design is efficient

A game only has a finite amount of resources to draw from, ranging from hardware limitations (like system memory) to production realities (such as art capacity).  It’s the designer’s responsibility to maximise the use of those resources, and create efficiency through good design. In level design this means not only using the whole animal, from nose to tail, but doing it quickly, and more than once...

Modular design is your friend – a smart designer won’t design a level, he/she will design a series of modular, mechanic-driven encounters, that can be strung together to create a level.  And another level.  And another level.

By applying simple modifiers to these modules you can create variation, building more levels with less work, and less risk.  This technique also creates a series of familiar encounters that the player can use to learn and master your mechanics, while the modifiers applied to these encounters keep them fresh by providing increased challenge and surprise.

Take time out to play with any of Bethesda’s tool-kits for Skyrim or Fallout and you can quickly see how a relatively small team were able to create so much awesome content...  it’s all modular.  Such a high level of modularity might not work for every game, but it can certainly be applied to any game in varying degrees...   For Medal of Honor the Producer tasked us with creating “Battle Moments” – sections of intense combat gameplay, ranging from 30 seconds to 5 minutes, which we could rapidly prototype and iterate on, before stitching them together in different contexts to make a number of exciting levels. This enabled the designers to build a lot more content in a lot less time, and still keep it interesting.

Your trusty art team will spend a considerable amount of time making your levels look amazing, when most of the time the player will plough through their beautiful work in a matter of seconds.  Reusing areas of your level not only gets you more bang for your art buck, but alleviates the amount of level geometry you have to keep in memory.

This can sometimes be referred to as back-tracking, which has a somewhat derisory connotation, and so, as a designer, one must be careful to make sure such spaces are designed for bi-directional gameplay, preferably with a key modifier on the second pass (Fig. 14).

Halo 3

Figure 14: Halo 3, Mission 6: The Ark - In this level, Master Chief fights his way along a large stretch of desert...  and then all the way back again! But, as you’d expect from a team like Bungie, they keep it fresh... by giving the Chief a super-powerful tank to make the return journey in, thus using the same space for very different gameplay.

A good designer should use every last bit of the level, by providing implicit objectives that require exploration to complete – the skulls in Halo 3, the COG tags in Gears of War, the feathers in Assassin’s Creed... all designed to extend the gameplay time with no extra hit to level production.

These collectible elements, along with the risk/reward paths and secondary objectives mentioned in the previous principle, will all contribute towards your game’s replayability, generating further efficiencies.  But be sure that there is a long-term incentive for completing these gameplay objectives like a significantly different play-experience or a clearly telegraphed reward (new power-ups, weapons, etc...). Better yet, give them context by integrating them into your narrative like Astro Boy Omega Factor(Fig. 15).

Astro Boy - Omega Factor
Figure 15: Astro Boy Omega Factor – This GBA title is still one of the best examples of replayability ever made.  Upon finishing the game on the first play-through, you get a somewhat unsatisfying ending... but you are flung back in time so you can use all the power-ups you have collected to access new areas of old levels, unlocking more levels and power ups, and the true, extremely awesome ending.

Good level design creates emotion

Recently, the U.S. Supreme Court officially classified Videogames as art... which, according to the dictionary, makes them “the quality, production, expression, or realm, according to aesthetic principles, of what is beautiful, appealing, or of more than ordinary significance”.

But this is slightly pragmatic analysis of what constitutes for art.  From a purely subjective stand-point, I would posit that art is anything specifically created to provoke an emotional reaction; paintings, sculpture, photography, music, movies... are all created to encourage some kind of emotional response in their recipient.  This is particularly true for videogames.

The classical art form that is, perhaps, most analagous to level design is architecture... and architects have been messing with people's emotions for centuries.  For example, architects will vary the height of windows depending on the emotional response they are trying to evoke: place them below knee-height, and widows create a sensation of power and voyeurism... place them above shoulder-height, and they create a sense of persecution and encarceration.

Architects have adapted Mazlow's Heirarchy of Needs (which are defintely too abstract for direct application to level design) into a series of very useful architectural concerns that can help deigners create an evocative space.  These theories, along with the more traditional use of spatial metrics, can be used to create what I like to call "spatial empathy" witihin your levels, something which this year's Tomb Raider does with aplomb (Fig. 16).

Tomb Raider
Figure 16: Tomb Raider – In her latest adventure, Lara Croft is taken from narrow, claustrophobic  caves, through sprawling, epic jungles, to vertiginous mountain ascents... with each space carefully selected and crafted to elicit a range of varying emotions.

In fact, the player's desired emotional response to your level is so important, that it should always be the starting point of your design.  From there, you can drill down and select which spatial metrics, narrative elements and game mechanics can be deployed to best create that response.

Want to create a feeling of persecution? Place enemy AI that actively hunts the player. Want to create a feeling of exhilaration? Engage the player in a high-speed chase on the open road.  Want to create a feeling of desperation? Give players a time-limit and an almost insurmountable objective (Fig. 17).  All of these devices, and more, have been used in games with the express intention of eliciting an emotional response through the game's mechanics.

Company of Heroes
Figure 17: Company of Heroes – Carentan – In the final act of this mission, the player’s squad are forced to fall back to a church. Trapped in a corner, the player has to hold off the Nazis until reinforcements arrive.  What dictates when this will happen?  A timer?  No. The number of Nazi’s remaining?  No, there are infinite enemies... it’s the player’s squad’s health.  

Reinforcements will only appear just as the player is about to die.  A little unfair, perhaps... but this gameplay conceit creates a palpable feeling of desperation against overwhelming odds.  And extreme relief when finally rescued!

Good level design is driven by your game’s mechanics

“Books let you imagine extraordinary things.  Movies let you see extraordinary things. And videogames?  Videogames let you do extraordinary things” - unknown

Above all else, great level design is driven by interaction - the game’s mechanics.  Game levels don’t just provide context for mechanics, they provide the very reality in which they exist.

I like to describe a game level as the meta-physical medium through which gameplay is delivered. This may sound fancy and contrived, but what it really means is that your level should be a gameplay delivery system, whose primary function is to leverage your mechanics to create a great experience.  Topology, architecture, objectives, interactions, combat scenarios, etc... should all be designed first-and-foremost to highlight all your great gameplay systems.

To do this successfully, it’s important to have a thorough understanding of your game’s mechanics before embarking on your level design.  This is not always possible when systems and levels are being designed concurrently... but you should at least have an idea of the sort of systems that are being built (as well as a trust that they will be built, so that you don't find yourself wasting time designing around incomplete features that aren't quite ready yet).

The up-side in this situation is that the relationship works both ways: if you have a cool idea for your level, you can request the necessary gameplay systems to make it work.

Deus Ex - Human Revolution
Figure 18: Deus Ex Human Revolution – the side-quests in this game were designed to highlight specific mechanics; in one mission the player has to use his ability to drag unconscious bodies to pull a drugged victim over a cliff and make an assassination look like suicide.

And when I talk about systems, this includes AI... something that can easily be overlooked, creating untold problems.  A surprising amount of a level designer’s time is taken up with bending mischievous AI to his or her will! Develop a relationship with your AI team... so you know what clever features they’ve got planned, and they know what issues you are having. Who knows... if you ask them nicely, they may even create special behaviours for that cool sniper ambush you designed. 

Batman - Arkham City
Figure 19: Batman Arkham City
– the Riddler challenges spread throughout the open-world, cleverly reuse existing mechanics, encouraging the player to find new ways to use his equipmet. This makes for some great design efficacy , as well as creating cerebral gameplay that fuels the fantasy of being the world's greatest detective, and not just some guy in a cape who's really good at  beating people up.


Always remember that interactivity is what makes videogames different from any other form of entertainment: books have stories, movies have visuals, games have interaction.  If your level design isn’t showcasing your game mechanics, your players might as well be watching a movie or reading a book.

And that’s ten! I want to be clear that in no way do I consider these principles to be definitive... but hopefully they are a good start to creating a base-line standard of quality and innovation in level design.  I expect them to be continually refined and tweaked, much like a game itself.

To conclude, here are the 10 principles, summed up in my poor imitation of Rams’ succinct, simplistic style, for quick and easy reference when building your levels.Good level design...

  • Is fun to navigate – It uses a clear visual language to guide the player along the primary path, and creates interest through verticality, secondary paths, hidden areas and maze elements.
  • Does not rely on words to tell a story – Aside from the explicit narrative called out by story and objectives, good level design delivers implicit narrative trough the environment, and provides players with gameplay choice from which to create their own emergent narrative.
  • Tells the player what to do, but not how to do it – It makes sure mission objectives are clearly communicated, but lets players complete them any way they like, and, where feasible, in any order.
  • Constantly teaches the player something new – It keeps the player engaged by continuously introducing new mechanics all the way through the game, and prevents old mechanics from becoming stale by applying modifiers or reusing them in unusual ways.
  • Is surprising – Classic Aristotelian pacing is not always appropriate for an interactive medium, and it is not enough to simply pace all your levels to the standard “rollercoaster” model.  Good level design is not afraid to take risks with the pace, aesthetics, locale and other elements to create an experience that is fresh.
  • Empowers the player – Videogames are escapism and, as such, should eschew the mundane.  Furthermore, good level design reinforces players’ empowerment by allowing them to experience the consequences of their actions, in both the immediate, moment-to-moment gameplay, and in the long term, through the holistic design of all levels.
  • Allows the player to control the difficulty – It gears the main path toward players of basic ability, presenting advanced players with optional challenge through clearly communicated opportunities of risk and reward.
  • Is efficient – Resources are finite.  Good level design creates efficiencies through modularity, bi-directional gameplay and integrated, exploratory bonus objectives that make use of the whole play-space.
  • Creates emotion – it begins at the end, with the desired emotional response, and works backwards, selecting the appropriate mechanics, spatial metrics  and narrative devices to elicit that response.
  • Is driven by the game’s mechanics – above all, it showcases the game’s mechanics through the medium of the level, to reinforce the uniquely interactive nature of videogames.
References

Ten Principles for Good Design - Dieter Rams
A Theory of Fun - Raph Koster
DICE 2012 Keynote Address - Todd Howard
Beyond Pacing: Games Aren't Hollywood - Jacek Wesolowski
Fun and Uncertainty - Alex Mandryka
Motivation and Personality  - A.H. Maslow
The Metrics of Space - Tactical Level Design - Luke McMillan

Sunday, October 6, 2013

GDC 2013: 10 principles for good level design by Neil Long, April 1 2013


Dan Taylor has been in the game industry for over 15 years, and has worked at major SCEE, EA, Rockstar and Ubisoft studios. He is now senior level designer at Square Enix Montreal, and is working on Square’s next-gen Hitman game. 

His GDC 2013 talk outlined his ten principles for good game design – here are the tips we took away from the talk.

1. Good level design is fun to navigate

For a smooth and enjoyable experience the player should always know where to go. This can be achieved through the use of visual language like light and geometry. Mirror’s Edge is a strong example of this as the red parts of the scenery offer the most obvious route. But there is a difference between intuitive to navigate and fun to navigate.

Don’t make navigation too clear; Modern Warfare 2’s Favela stage succeeds because it is so different to the others in the game – a tight, twisty maze with a really good sense of dramatic tension. Confusion is cool.

2. Good level design does not rely on words to tell the story

A good piece of communication is like a broken circle – make that break too big and the payer won’t bridge the gap. Make it too small and it’s too easy and the player gets bored.

Use mise-en-scene – the art of telling the story through the environment – to add detail to your narrative without being completely explicit. The master of this implicit language is Bioshock, naturally.

3. Good level design always tells the player what to do, but never how to do it

Keep your guidance concise and clear, and make sure you provide multiple paths. A good example of these more nebulous kinds of objectives are the Skyrim Dark Brotherhood missions, in that the player knows what to do, but the game never tells them exactly how to approach their tasks.

It is up to them – It’s important not to punish the player for improvisation.

4. Good level design constantly teaches the player

Taylor recommends Raph Koster’s A Theory Of Fun for a deeper exploration of this principle (and many others touched upon here). Essentially Koster says that the human mind enjoys storing and decoding patterns, so your game should always be giving the player new patterns to analyse and resolve.

The best example of this principle is any game in the Zelda series. Each dungeon is one massive tutorial, in that it gives you a new item, teaches you how to use it and finally tests your mastery of that weapon in the boss battle.

Often, the game’s final boss will test several, if not all, of the weapons skills you’ve learned throughout the game.




5. Good level design is surprising

Bethesda game uses a specific play loop in creating their games – learn, play, challenge, surprise, says Taylor. Keep everything fresh by not falling into a routine, and avoid the ‘rollercoaster method’ of game pacing – that is, a steady overall increase in play intensity with large peaks and troughs along the way.

It’s too predictable.

Fun is created by uncertainty; the Ishimura stage in Dead Space 2 revisits the eerily silent ship from the first game and holds back the expected alien onslaught for around 15 minutes. It generates a great sense of tension and surprise this way.

Game designers must seek to surprise, but be sure it works, added Taylor.

It is the game designers’ responsibility to mitigate that risk. It’s absolutely crucial that if you’ve got anything risky, you grey-box it and test it as soon as possible.

6. Good level design empowers the player

Real life sucks, says Taylor – videogames are about escapism and should allow players to do things they can’t in real life.

In most games, players want to be badasses, and games like Red Faction Guerilla, (through its destructible terrain mechanic) and InFamous (with its balance between player action and consequence), are good examples of how to make the player feel powerful.

7. Good level design is easy, medium and hard

Taylor has a big problem with the whole concept of choosing a difficulty setting before the game even begins.

“It’s an arbitrary choice which will completely change the players’ experience with the game,” he said.

Instead, focus on the risk/reward balance.

The Burnout games are the kings of this concept, said Taylor, as through taking trickier shortcuts the player is rewarded and they are neatly marked out by bright yellow barricades – a strong example of the series’ visual language.

There’s no difficulty select in Burnout because players can essentially select their own.

An alternative way of stage design being easy, medium and hard is the more layered approach within Dishonored. It offers multiple paths for various player styles and aptitudes, all the while extending replayability – smart and efficient stage design.

8. Good level design is efficient

Modular design is your friend for efficient game design, says Taylor. One problem with game design is that once the player completes a task, they’ll rarely revisit that part of the game world unless they are incentivised, or it is built into the mission design.

Consider bi-directional play so that all of your artists’ work doesn’t flash by, never to be seen again.

In the Halo series, for example, there are several stages in which the first half of the mission is about reaching a destination using one style of play, before returning back through the same area with different weapons or modified circumstances.

Non-linear design should give the player implicit objectives which encourage exploration – don’t pad it out with scattered collectibles, like the Skulls in Halo, Cogs in Gears Of War and Feathers in Assassin’s Creed.

9. Good level design creates emotion

There are plenty of ideas in architectural theory which can be used in videogames to create certain emotional responses, says Taylor.

Spatial empathy is important, too.

When games like Tomb Raider switch from narrow, claustrophobic corridors out to a large open spaces, Crystal Dynamics is creating a sense of liberation in the player.

Adding verticality to stage design can help prompt a sense of persecution, and a feeling of hope can be evoked by placing a large reward at the top of an in-game obstacle.

Taylor tends to work backwards here, in that he uses the emotion he wants to prompt in the player as the starting point for the stage design, before thinking about the techniques he can use to enable that.

10. Good level design is driven by mechanics

Videogames are driven by interaction, says Taylor, so stage design should be considered as a ‘gameplay delivery system’.

That means bringing together artists, stage designers and programmers to work towards the same goal – interdisciplinary communication is vital for success, added Taylor, suggesting that games like Deus Ex Human Revolution and Batman: Arkham City use and re-use or modify the game’s core mechanics to achieve variation, keep the player engaged and most of all, showcase each game’s mechanics.

Saturday, October 5, 2013

How digital publishing is shaping the future of the game industry_September 30, 2013 | By Christian Nutt

http://www.gamasutra.com/view/news/201286/How_digital_publishing_is_shaping_the_future_of_the_game_industry.php

To kick off Gamasutra's themed week on Digital Publishing, Christian Nutt writes about the trends that are shaping the space -- and what developers should consider when making decisions about how they publish their games. Stay tuned for more articles and blogs.

We knew it would come to this. Developers have been directly selling games to players for decades; a business selling "shareware" via local, dial-up BBSes in the early 1990s eventually grew into Epic Games.

But back in the 1990s, Epic felt it needed to turn to traditional publishers to realize the full potential of its Unreal series. While the potential for directly selling games to consumers was obvious even then, the pieces weren't all there to do it cheaply and reliably while reaching a broad audience.

They are now. Digital publishing is here.

That's not to say there aren't problems -- we're familiar all of them. If you're on PC, chances are you want to be on Steam, and that's still a hurdle for many developers. On the mobile app stores, where anyone can release a game… anyone does. There's a huge fight for visibility, and competition is brutal. Before that, even, there's getting funded. Then there's dealing with the headaches of business, legal, marketing, PR, testing, localization -- all of the stuff publishers once did for developers.

And players are no less demanding than they were in the past.

Still, it's obvious as of this writing that fundamental changes are coming to publishing. Just months after it became necessary to write this editorial on why Microsoft needed to enable self-publishing on the Xbox One, it became the last of the three console manufacturers to launch a program to allow developers to go direct-to-player on its platform, following in the footsteps of Nintendo and Sony.

The question is no longer one of "if" -- self-publishing is here. Now, developers must be concerned with "how," "where," and "why or why not." As it turns out, possibilities bring decisions to make. And while the game industry can only benefit from creators free to do what they want... it turns out it's not that easy to figure out what it is that you want, after all, when you're not sure what you should do.

[more at http://www.gamasutra.com/view/news/201286/How_digital_publishing_is_shaping_the_future_of_the_game_industry.php ]

Ten Principles of Good Level Design (Part 1) by Dan Taylor on 09/29/13 at Gamasutra.com

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Over the years I’ve had the privilege of creating levels at many great game studios.  One thing that surprised me was that each of these studios had a totally different approach to level design, even though the basic content was extremely similar.

Some had a logical, almost robotic approach to constructing levels, whereas others just threw as many ideas at the wall as possible, in the hope that something would stick.

Whilst each approach had its advantages, it occurred to me that there must be a way of formalising the core elements of good level design in order to create levels that are both logical and innovative.  I looked to my classic design background for inspiration, and was reminded of Dieter Rams’ Ten Principles for Good Design.

Whilst these principles serve as a fantastic guide for product design, and, with a bit of creative interpretation, high-level game design, applying them directly to level (and mission) design required slightly too much force.

Instead, I’ve used them as a loose template, to create ten Ramsian principles for designing compelling videogame levels (with the occasional detour into the realms of systems and narrative design) supported by some examples of great games in which you can observe these principles at work...

Good level design is fun to navigate

In most cases, the player’s core method of interaction with your level will be navigation – the process of actually traversing the level.  Careful layout, lighting, signage and other visual cues should create a natural “flow” to the level that guides the player instinctively through it.

From an aesthetic aspect, a game’s levels should all work together to create a consistent visual language, through the use of colour and form, that the player can learn, to progress intuitively through the level (Fig. 1).


Figure 1:  Mirror’s Edge - in DICE’s seminal 1st person parkour game, the entire art style is geared to guide the player elegantly through the level. Even the screensavers on office computers help to point the player in the right direction.

This may seem like a fairly obvious guideline... but here it is important to understand the difference between “intuitive” and “fun”.  Whilst basic progress through the level should be effortless, navigational gameplay can also be used to create fun.  It is entirely appropriate to hide areas from the player, to add depth and replayability through exploration (as long as you provide the necessary visual or narrative clues), or to create areas where the player feels lost or confused, to create a sense of dramatic tension (Fig. 2).


Figure 2: Modern Warfare 2 – the Favella level in MW2 is a maze of crazy buildings, with enemies coming at you from all sides. Is it easy to find your way out? No. Is it tense and exciting? Absolutely! Modern Warfare’s Favella level is also an excellent example of verticality in level design, which can be an important aspect in making a level fun to navigate.

The main caveat while designing fun navigability is that it should not come at the expense of your other gameplay elements.  Imagine the intense combat of Modern Warfare 2 in the crazy parkour levels of Mirror’s Edge...  the navigational and martial elements of the level would be completely at odds with each other.  There’s a good reason why DICE kept the combat in Mirror’s Edge nice and light.

And be careful not to fall into the same trap as Khan... always be sure to think in three dimensions when designing your level, and use verticality to keep the space interesting and fun to navigate!

Good level design does not rely on words to tell the story

A mentor of mine once told me that a good piece of communication is like a broken circle. The author creates this circle, but leaves a small gap for the readers to fill in themselves. But care has to be taken with this gap! If it is too small, the reader won’t notice it; too big and you risk losing the reader, who won’t be able to connect the circle.

 So how do we create the circle and the gap in a game level?

First it is necessary to understand the three key narrative aspects at work in a level...
  • Explicit – this is anything that is called out by text or speech, e.g:  a mission objective or cut-scene
  • Implicit – this is the story told by the environment through mise en scène (Fig.3).
  • Emergent – this is the story told by the player as he goes through your level

Figure 3: Bioshock
– the city of Rapture, and the story of its demise, is brought to life in the player’s imagination through careful use of narrative props (posters, graffiti, corpses, environmental damage, picture walls, etc...)


Whilst the level designer should take care in crafting the explicit narrative, as it is this that forms our “circle”, it is the latter two elements that create the all-important “gap” and really make a level stand-out.

The use of mise en scène physically integrates the story into the game world and stimulates the player’s imagination with implicit narrative, while emergent story is written by the player through the medium of gameplay choice: which weapons to use, which route to take, which style to solve a problem with, etc...  (Fig.4).

These elements allow players to fill in the “gap” with their own actions and imagination, which is much more rewarding than having everything handed to you on a plate.


Figure 4: Hitman 2 – the player decides which story to tell: go in guns blazing and wipe everyone out... or sneak in, poison the fish and get out before anyone even notices you’re there.

Good level design tells the player what to do, but not how to do it

Having been given the power to tell his own story though choice of mechanics, the player must never be in any doubt as to what their objective is.  This clarity is typically created by simple, explicit, text-based objectives, proper use of waypoint markers, and any other navigational aids you may have; your level’s objectives should be visually distinct, using location, form, lighting and animation to make them clearly stand out from their surroundings.

Having said that, as with navigational gameplay, there is some fun to be had with more open-ended objectives. Compelling challenge can be created through obfuscation of the means to completing an objective... as long as the actual objective is clear.

This is another example of the “broken circle”.  E.g:  “Assassinate Vittoria Vici” (Fig.5)... the what of this objective is crystal clear... the how is not.

And on the subject of “how”, players should never be forced to use a singular technique to solve an objective; how they complete the challenges laid-out should be up to them, and players should never be punished for improvising a solution to the designer’s meticulously thought-through scenario. This is another requisite for good emergent narrative.


Figure 5: Skyrim – the Dark Brotherhood missions in Skyrim don’t specify how you kill your marks, just that you kill them. They also give additional, bonus objectives (like hiding the body afterwards), empowering players to set their own level of challenge.

Veteran game designer Mark Cerny tells us that the player should be presented with a number of concurrent objectives, which can be completed in any order, with the reward for each one providing an advantage for subsequent objectives.  This approach gives players power over the order in which they complete their tasks, creating the feeling of control (albeit an illusory one). You can see this approach in his work on the Ratchet & Clank series (Fig.  6).


Figure 6:  Ratchet & Clank – in the original Ratchet & Clank, the player was presented with a number of planets to explore in any order they choose.  

The completion of each planet resulted in the collection of a gadget (e.g. magnetic boots) that allowed subsequent planets to be played (or re-played) differently, through level design that included unlockable mechanics not necessarily available on the first play-through.

Good level design constantly teaches the player something new

In his book “A Theory of Fun”, Raph Koster explains how the human mind enjoys processing information from the world around it into patterns for easier processing later.  In gameplay terms this implies that a large part of the fun is generated by the learning, and subsequent mastery, of your various mechanics.  Koster cautions that if players understand the pattern and master the mechanics too easily, they'll quickly become bored and stop playing. This risk of boredom can only be avoided with good level design.


Figure 7. The Legend of Zelda – every dungeon in every Zelda game is a tutorial for the new piece of equipment you find in it... with the dungeon’s boss being the final test (always with a clever little twist). The game’s final boss battle usually requires the player to use every single piece of his equipment to win.

A good level should either introduce a new game mechanic, or put a spin on an old one to make the player re-evaluate his or her established paradigm.  On a larger scale, this constant learning should be measured out across the entire game, to make sure that each level delivers fresh gameplay.  Bethesda’s Todd Howard outlines the Learn - > Play -> Challenge -> Surprise loop used to pace Skyrim in his DICE 2012 Keynote Address, which is not only a great extension of this principle, but leads nicely into the next one, which is...

Good level design is surprising

There have been many articles on how to use classic Aristotelian techniques to pace your game, and this approach has served books and movies well for aeons.  Whilst the standard “roller-coaster” curve of high vs. low intensity, exploration vs. combat, rest vs. action, etc... serves as a good base-line for level design, and is important for maintaining player engagement, its constant repetition can quickly become de rigueur.  There are pacing techniques that are more appropriate for an interactive medium, but even with great pacing levels will have trouble being memorable without the sudden spike in intensity that comes from surprise.

Surprise does not necessarily have to be a big shock or a plot twist...  at its core, surprise could be considered as a rapid surge in uncertainty which, according to game design visionary Alex Mandryka, is the very essence of fun.

In terms of level design, surprise could take the form of a unique setting, a moment that teaches the player something new about a mechanic they’ve already been using for a while, turning the corner to see a beautiful vista, or a radical change in pacing (Fig. 8).


Figure 8: Dead Space 2 – when Isaac returns to the Ishimura in Dead Space 2, he doesn’t encounter another necromorph for about fifteen minutes. This change in pace creates extreme tension... 

Surprisingly, this excellent design came about as a happy coincidence: the monster this level was designed to showcase was too big to fit anywhere in the original Ishimura layout, and so the level designers couldn’t use it until the player reached the central transport core... which was half-way through the level!

Level designers should not be afraid to take risks with their design! Don’t just replicate a level from your favourite game... take an existing trope and turn it on its head! It’s only through trying something unusual (Fig. 9) that a truly innovative and surprising experience can be created.

The trick is knowing how to manage these risks – design on paper... picture the final product in your mind’s eye... and create a playable prototype (A.K.A. grey-box) as early as you can.  Show that your crazy ideas will work as soon as possible... or watch them get cut as your Alpha Milestone catches up with you!


Figure 9: Urban Chaos – after you complete the game, and sit through the credits, the game suddenly starts back up, and you find yourself getting some much needed  R ‘n’ R at home.  Unfortunately, all the gangs you busted in the game know where you live and decide to exact their revenge! 

The player has to scramble through his home, grab his trusty sidearm from under the sink, and finish off the criminal scum once and for all! This post-credit surprise was beautifully executed... it’s no wonder that the developers, Rocksteady, went on to bigger things.

And that's  the first 5... be sure to check out the remaining principles in part 2!
[or go to shorter article link]