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Note II
Note II
DESIGN
MMX3103
GAME LEVEL DESIGN
Genre-specific Level
Design Principles
GAME LEVEL DESIGN
• Unless your game offers only a sandbox for player to simply plays around for the fun, at any
given time, he will be working to achieve a whole hierarchy of challenges.
• From the overall victory condition of the game down to the problem occupying his
attention at the immediate moment.
• You can either tell the player exactly what to do or let the player to discover the long term
goal through exploration or observation.
• When facing challenge, the player should always have some idea of the benefits of
success and the price of failure.
• Old video games used the learn by dying approach, which gave players no
information about the elements of the game world. So the avatars died repeatedly
as the players learned.
• Players may not know every detail of the game world, he should be able to make a
reasonable guess based on the context.
GAME LEVEL DESIGN
• Action Games
• Vary the pace.
• Action games put more stress on the player than any other genre does, so the
universal principle vary the pace applies more strongly to action games than
to other genres.
• Players must be able to rest both physically and mentally between bouts of
high speed action.
GAME LEVEL DESIGN
• Strategy Games
• Reward planning
• Strategic thinking means planning, anticipating an opponent’s move
and preparing a defense, as well as attacks and considering an
opponent’s possible defense moves.
• Give players defensible locations to build in and advantageous
positions to attack from.
• But let the players discover these places for themselves.
GAME LEVEL DESIGN
• Role-Playing Games
• Offer opportunities for character growth and player self expression.
• Character growth is a major player goal in any RPG.
• Some players consider it even more than victory.
• Every level should provide opportunities to
achieve character growth
• Combat, puzzle solving, trade and so on.
• Every level should also include opportunities
for the player to make decisions.
GAME LEVEL DESIGN
• Sports Games
• Verisimilitude is vital.
• Not break into levels as usual games, consists of individual matches played
with different athletes or teams.
• Each match as a level.
• Players of sports games value a close relationship between the video game
and the real world.
● The simulation of the match play must be completely convincing.
● Try to model each team and stadium as closely as possible.
GAME LEVEL DESIGN
• Simulation (vehicle)
• Reward skilful manoeuvring.
• Steering a vehicle as the primary player activity and steering well
usually the primary challenge.
• Construct the levels that will test a player’s skill at maneuvering his
vehicle.
● Reward him for his prowess.
● Other challenges, such as shooting or exploring should be
secondary.
GAME LEVEL DESIGN
• Adventure Games
• Construct challenges that harmonize with their locations and the
story.
• Adventure games offer much of their entertainment through
exploration and puzzle solving.
• A chapter in an adventure game equivalent to a level.
• Create challenges that harmonize the current level
with the current events in the story.
GAME LEVEL DESIGN
• Puzzle Games
• Give the player time to think.
• Puzzle solving is problem solving
● Some players enjoy solving puzzles
under time pressure, but most don’t.
ALTERNATIVE RESOURCES