Showing posts with label level design. Show all posts
Showing posts with label level design. Show all posts

Monday, November 18, 2013

Designing a game that breaks friendships (SpeedRunners) by Casper Van Est on 11/12/13

http://www.gamasutra.com/blogs/CasperVanEst/20131112/204579/Designing_a_game_that_breaks_friendships_SpeedRunners.php#!

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.


 
Cursing. Screaming. Victory dances. Lots more cursing. Occasional airborne controller. This is daily routine when working on SpeedRunners. You recognize this feeling if you played it.

SpeedRunners is like Mario Kart if it was a 2d ultra competitive platformer. It will make you reevaluate certain friendships after playing. It will bring out your inner-rage. The competitive nature of the game is probably the most important focus for us.

So here's a step by step crash course of how we approach the design behind SpeedRunners:

1. Making it fun for new players

We're not designing the next Starcraft with a 4 hour learning curve. We are making something that's super easy to pick up, that makes you instantly understand what's going on. In SpeedRunners, you simply hold RIGHT or LEFT to start running. Running is usually enough in the beginner maps. You can instantly start having fun without knowing any of the deeper mechanics. You discover how to jump, jumping over platforms. Everyone knows how platformers work.

You don't need to know all mechanics of SpeedRunners to start having fun.

2. Easing into deeper mechanics

Within 3 matches you will know how to grapple onto white ceilings, do super quick wall jumping, and that you can boost mid-air to quickly change your direction (Devil May Cry style). You will start discovering more interesting ways to use items. Dropping boxes onto people's heads while wall jumping makes them lose grip and fall. The shockwave mid-air makes people fall to their deaths. The grapplehook can change the outcome of a match in a matter of seconds. Sliding just before getting hooked makes you dodge it.

It gets really deep really quickly, without feeling overwhelming.

On the 4th match or so, out of nowhere a Wheel of Fortune will appear. It will choose one of several modifiers - like all items being grappling hooks or everything being super fast - to spice up the game. What it also does is force people to use key mechanics in different ways.

When everyone has grappling hooks, you quickly realize how to use them more effectively, and how to dodge them.

3. Level design & choices

Even if you have all the mechanics in place, the game easy to pick up, etc -- it won't matter unless your level design is spotless. We spend most of the time balancing and fine-tuning levels. This makes or breaks SpeedRunners.

If you look closely to all the levels we have, there's always a risk-and-reward thing going on, along with mini-races to specific goals.

Illustration of Factory's right part
Messy illustration of a hard and easy path in the upcoming Factory level. The easier path enables you to block the harder path, or to choose an item instead. If you succeed on the hard path, it's almost a guaranteed point. 

The most fun - and competitive - aspect of SpeedRunners is when you're about to win, or about to lose. This makes alternate paths in levels very important. Each path has it's own risk/reward. You can take a more risky path with lots of spikes and tricky jumping sections, at the end of which is a trigger. The trigger closes the other path, giving you an almost-guaranteed point. Fail that path and face certain defeat.

These paths spawn mini races. You clearly see someone going for a trigger. It makes your heart race. Palms sweat. Unintentional cursing. Glory of winning or shame of defeat.
Levels are designed so that everyone always has a fair chance. You mess up a small wall jump, your gate gets closed. You weren't fast enough. If you were friends with your opponent, you're not anymore.

The mini races become more interesting with specific rewards. Item pick ups are strategically placed, giving you incentive to try specific paths. More experienced players will hold on to their items and wait for specific moments. It's much smarter to hold onto the Invincidrill (a drill powerup, making you fast, invicible and knocking down opponents) until you are in a narrow corridor, than using it in a wall jumping section.

In the recent Theme Park level we have two large Leaps of Faith. These are long jumps that result in insta-death if you mess them up. Each time you are about to do one of them, it's a good idea to be aware of what items other players have and prepare to counter.

Think split-second reaction of assessing the situation on-screen, timing your counter -- or item use -- and preparing to double jump to land on the platform correctly. These split second decisions contribute to the competitiveness, and keep SpeedRunners interesting for more experienced players.

4. Testing, testing, testing

It definitely helps to be in Steam Early Access. We can getaway with breaking the game and label it as testing. Before introducing the Wheel of Fortune, we had an event every Thursday where we'd break the game. We'd make rockets fall from the sky, force everyone to use only grappling hooks, mirror all levels, etc. The fun game breaks made it into the final game as a Wheel of Fortune modifier.

Wheel of Fortune in SpeedRunners
Pictured: Wheel of Fortune that modifies the game every 4 matches or so

During a Twitch Lets Play session with several thousand viewers, the players got a bit confused and started running _wrong way_ around the map, which doesn't exactly work. This is when we started to pay more attention to labeling maps as finished or Prototypes.

Prototypes are levels in development. Some levels we're instantly confident in - they are just really fun to play and easy to understand. Others we will release without much artwork, with the intention of doing more tweaking based on player feedback. We take that feedback and perfect levels before putting in final artwork. And we'll sometimes do 3 releases a day.

Past few months we've been working out the core mechanics of SpeedRunners, and how to streamline new level creation. Both are nailed down by now, and are going into overdrive mode on creating new levels for the next couple of weeks. The initial success of levels is usually measure by the amount of cursing during local playtesting.

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

Saturday, October 5, 2013

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!
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