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Notes For Level Design

Notes for Level Design


GDC 2016: 360 Approach for Open world Level Design


Eamples: AC & Farcry

  • Define approach zones
    • Add color to those zones for game design document.
  • Distribute ingredients How to choos ingredients?
    • First choose a dimension:
      1. Difficulty
      2. Mission Phase
      3. Gameplay focus
        • Acrobatics
        • Stealth
        • Fight
      4. Emotional theme
      5. Narrative acts
    • List appropriate ingredients

    • Get in the engine and adapt

GDC 2009 Hideo Kojima - Making the impossible possible


Impossible wall

  • Possible: Done before / Experienced
  • Impossible: Never Done Before / Inxperienced
  • “Making the impossible possible” demands preconceviced notion be discard

The impossible wall in game design

  • The foundation: Hardware and technology
  • The software techinology
  • Game design

GDC 2019 Level Design Workshop: The Level Design of God of War


  • Core pillars create focus - Conflicts and learnings: Puzzle can also help to train combat techniques Putting it all together

  • Metrics based game (God of War) - Conflicts and learning: Shrubs may affect fail in edge detection
    • Metric: A desgin measurement that communicates gameplay
    • Metric emphasizing core pillars
    • Building codes document
  • Achieving variety

  • All levels sell a theme - Conflicts and learning: Budget may be restricted / gamepaly may be repeated

  • All critical path levels unlock a new ability - Conflicts and learning:

  • Create format - Definition for format: The inisituive rules by which levels flow into one and another - Alternate term: The game’s structure - All games have some kind of format - Players can perceive sessions

  • Clear exploration breaks - “Shock Arrow”, “Key Point”, “Teach new ability” - Level to level flow

  • Hubs are not open world - Conflicts and learning: Gameplay may be repeated - Definition: A centralized location from which spokes emit (Spread from center)

    • Hub Based Desgin
      • Anatomy of a hub: Central Core, Spokes, End Point
      • “Player always come back to the center”

GDC 2016 Level Design Workshop: The illusion of Choice


  • Paradox of choice
  • Familarity breeds liking

GDC 2013: Ten Principles for good level design


  • Good Level design is fun to navigate
    • Visual Language: Direct player to the right path
    • Clarity & Flow: E.g. Mirror of the edge
    • Confusion is Good
  • Good level design dos not rely on words
    • The broken circle
    • Three narrative typs:
      • Explicit
      • Implicit: Mise-en-scene / Environmental Level Design - Use environement to tell stories
      • Emergent: Player choice E.g. Hitman
    • Good level design tells plyer what to do but not how to do
      • Nebulous objectives

Zhihu Live from Clark Yang


FFF - Form Follows Function

  • Form follows function
    • Definition: The form design must based on the functional needs
    • Put functional needs first helps the designer to know the goal clearly
    • Ideas and innovations wont be limited with the performance form
    • It also helps for desgning a better form of art

Internal Kernal Rational Design

  • Definiation: The most basic, elementary design in a game; Connect player to the game
  • Kernal: The core, the abstratest elements of a game
  • Rational: Not emotional
  • Principle of Internal Kernal Rational Design: Form follows function

Create gameplay

  • The funcitonal needs of gameplay
  • Define the rules of the gameplay (Function)
  • Define the skills/actions players can do (Function)
  • Define the input of players (Function)
  • Define the internal parameter (Function)
  • Design level desgin model (Form)
  • Desgin the reaction players would recevie (Form)

Example: The movement module and input module of a game.

Divide a game into smallest and deepest module when anaylzing a game

### Player skill != Character ablilty

### Player Skill:

  • Physical skills
    1. Timing
      • Player need to judge when and what input should to be taken during the gameplay
    2. Reflexion
      • Player need to make the correct input command when an un predicted event happened
    3. Measurement
      • Player need to be familiar enough with the input device, in order to control the input length and how much need to be input
    4. Accuracy
      • Player need to make accurate input
    5. Stamina
  • Mental skills
    1. Resource management
      • Player need to manage the limited resource in game
    2. Tactic (In short term)
      • Player need to make the right decision in a short/limited term based on the situation
    3. Strategy (For a long period)
      • Player need to make a plan for a long term goal based on limited information
    4. Logic anaglyze
      • Player need to gather the info and find the logic inside info, to make a good decision
    5. Association
    6. Obervation
    7. Focus
  • Social skills
    1. Coorperation
    2. Leadership
    3. Convence Ablity
    4. Communication
    5. Desisive

Define the parameters based on gameplay mechanics

  • Ignore the dispersed parameters
    • E.g. A object move with a change in movement -> movement with low / high speed (IGNORE THE “CHANGE”, JUST “SPEED”)
    • Reduce the number of parameters (2~6)
  • Make the parameters abstract
    • Focus on gameplay mechneics’ CORE
  • Let every single gameplay mechneic has it own parameter for controlling itself

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  • Think without form but the core inside a form; Do not put mind into a specific senario when desgining a game

Method to list parameters for a exsiting game

  • From the internal: Think about the relationship between player’s skills and input.

Parameters -> Gameplay Elements -> Level Design Modular

Gameplay Element and Level Design Module

  • Definition of gameplay element: Put the parameters together
  • Definition of level design modular: Levels contains gameplay elements, combining them and use them to change parameters [System]

Player Mental Skill Focused Mechanics

  • Oppotunity and risk
    • Definition of Opportunity: Possiblity of positive result player received
    • Definition of Risk: Possibilty of nagetive result player received
    • Co-existing

Example: Resource Management

  • Opportunity:
    • Achieve a better goal under limited resources
    • By resource management, player can have a 1 + 1 > 2 effect
    • By making a correct choice, lose something to receive something
  • Risk:
    • Underestimate risk: Ingore the useful resources in the future
    • Upperestimate risk: Miss the important resources in current
    • Can not get the best result when manageing resources

Example: Anaylze Ability

  • Opportunity:
    • Understand the logic inside a game to achieve a better effect
    • Predict the best movement which would affect future
    • Solve the puzzle in best way
  • Risk:
    • One step wrong, every step may be wrong
    • Wrong choice may bring deathful damage
    • Use unnecessary, more resource to achieve better results

Example: Strategy (Long term)

  • Opportunity:
    • Faster than compititor
    • Do th right choice in right time
  • Risk:
    • Misunderstand the info
    • Waste of time and resource
    • Bad strategy will ruin all the effect

Example: Tactic (Short term)

  • Opportunity
    • Catch the fleeting chance to make correct decision
    • Use the random result as a benifit
  • Risk:
    • Miss the timing may bring damagable result

CHOICE is the key of Player’s MENTAL SKILL

Define parameter to control choice

  • The poportion of the right choice (Level of difficulty)
  • The total number of choices player can make
  • The contrast between different choices (Clearity to determine whether it is a right choice)
  • The time limited allows player to make choice
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