GOOD LEVEL DESIGN:
- 25% Creates Emotion
- 15% Driven by your game's mechanics
- 15% Fun to Navigate
- 10% Efficient
- 9.5% Constantly teaches the player something new
- 8% Empowers the player
- 7.5% Tells the player what to do, but now how to do it
- 5% Does not rely on words to tell the story
- 3% Surprising
- 2% Allows player to control the difficulty
Level design being driven by mechanics makes overall sense-- even when the game is more of a story-driven one, such as The Walking Dead Game. This should have an impact on how fun it is to navigate a level. Whether this is because of the layout itself, the way in which mechanics are implemented around the map, or even the amount of enemy encounters and their difficulty levels; it is important to note that players expect direction to positively influence immersion.
It’s a bit difficult to categorize some things but I think maybe more emphasis should be placed on teaching players something new. While I believe that empowering the player is important-- empowering them too much can be plain awful and make for a boring gaming experience. Take the Assassin’s Creed series, for example. I often found myself becoming too OP semi-early in the game...which only made for a tedious experience once I got to Revelations and it was already too much of the same thing (usually once you master counter-kills in an AC game, the game is instantly 60% easier in terms of combat). Part of this could definitely also be attributed to playing as Ezio for 3 straight games. Again, too much of the same thing-- especially in a game where I’m expecting to play as different ancestors and was marketed as a triquel. But that’s another thing entirely, I guess.
------------------------------------------------------------------------------------------------------------
Now let's do the same for Sean Baron's article on "Cognitive Flow"
GAMES SHOULD
- 35% Have concrete goals with manageable rules
- 30% Only demand Actions that fit within a player’s capabilities
- 25% Give clear and timely feedback on player performance
- 10% Remove any extraneous information that inhibits concentration
No comments:
Post a Comment