Designing the Levels
pages 41-50
Will most likely have to make level design's with minimal tools while waiting for the game to be fleshed out. Often they will have to be thrown away as new features get introduced. doing this can help you understand tthe potential and limitations of the game system.
Balancing learning curves to certain target audience can be hard and you may have to cater for many different types of players.
General guidelines for designing levels:
- Be Empathetic
level design should not be a struggle between designer and player. No, the game designer should offer a helping hand to guide the players through the level, leading them toward enjoyment.
They want to win. Your challenge is letting players do that without letting them see that you
You need be able to put yourself in the position of the players and see the game through their eyes. They don’t know all of the tricks and secrets hidden in the level.
What would the players like to do?
They want to win. Your challenge is letting players do that without letting them see that you
let them win.
- If You Can’t Beat Your level, Then It’s Waaaaaaaay Too Hard
As a general rule of thumb for casual games, I feel a designer should be able to beat early
levels in a game with one arm tied behind his or her back.
You have to be able to play through your level from beginning to end and prove it’s winnable.
Don’t tune the level for your own enjoyment. Tune it for the player’s enjoyment.
- Design For The General Audience, Not The Hardcore
The hardcore players always have the loudest voices: they are a minority.
- Ease Players Into The Game
Ease players into the game. Introduce one element at a time. If your game has a lot of
power-ups, dole them out one at a time.
Enable players to master the different components.
Since players must spend so much energy learning the game in the first few levels, don’t
overwhelm them by making them learn tricky levels too.
- Don’t Forget To Challenge Players
Dynamic difficulty adjustments
- Build Levels Around A Central Concept
Focusing on one idea will help you find the core element of fun in the level and let you polish that to a shine
- Teach Players To Play The Level
Setup general patterns and rules that players can learn to“read.”If your game requires a particular type of wall jump, set up similar structures for the wall jumps in the easy and hard parts.
- Give Players Room To Explore
Forcing them to use it will help push them to use the feature and break them out of their established playing pattern
In the next level, use the feature again, but open the play up to let the players explore other aspects of the feature. If it’s a power-up, give them the chance to explore the different facets and ways they could use the power-up.
- Occasionally Break Your Own Rules (Carefully)
Once you have set up patterns in your game, you can break your own rules. Do this with care.
You don’t want to call into doubt the entire system of meaning you have created for players
- Create A Plan
- Vary Your Levels
One lead designer should set some basic parameters and target goals for the all levels that the individual level designers follow.
- Refine, Play and Refine
- Playtest
More Notes :
Practice is the most important part. If you want to be a game designer, you have to start making games however you can.
The more obvious and intuitive your rules, the better casual games they will make. Plus, some of these activities may even make good video games.
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