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Skilbs

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Level Design Principles

I happened to have some notes on this to hand and I have nothing better to do that write a second theory blog post in one day.
 

What Is Level Design

 
Ernest Adams, founder of the IGDA and authour of Fundamentals of Game design, one of the textbooks used alongside my course, describes Level Design as "the process of constructing the experience that will be offered directly to the player, using components provided by the game designer." 
 
Level Design controls several key elements; 
  • The area a game takes place. - A game designer may decide the basic events and types of activities that a player will experience while playing a game, but the level designer decides exactly when and how players will experience them. They take a game design and add detail. 
  • Conditions in the Level - Stuff like what doors are locked.
  • What challenges users encounter while playing the game
  • Victory/ Loss conditions.
  • Conveying narrative - Level designers will often work closely with the writers to combine narrative and gameplay events together.
  • Atmosphere and look of a level - Art directors will determine the feel of the level, it is up to the level designer to convey this in the design. How will this forest be spooky, how desolate will this wasteland be.

Key Principles

 
Many design principles apply directly to a specific genre of game. The following principles are slightly more universal, though there is debate on whether there truly are such things as universal design principles. These are not rules. They are merely good points to start with when coming to design a level.
  •  When a player overcomes a challenge that requires resources, provide more resources. - After a large gunfight, give the player some more ammo.
  • Make the level make sense. - If you place obstacles and rewards in places that you would expect to find them, it is more intuitive for the player as to where to look, or where to avoid. Players wont check the bathrooms of a military base for ammo. They also wont expect a laser death grid in a suburban home. Unless it is justified in the narrative or setting. This is one of the vaguest and hardest to define principles.
  • Clearly inform player of short term goals - While you should avoid holding the players hand, you should not leave them stranded. The player should always know roughly what they need to do to proceed.
  • Allow players to determine the consequences of actions  - A game should not require the player to get through a level by trial and error. Players should know what part of a level will kill them or at least make an informed guess.
  • Reward the player - If the player completes an objective they should receive a reward. This can be as simple as a voice coming up on the radio and saying well done. Include more rewards than punishments.
  • Foreground > Background - Try to design the settign so that the players attention is drawn to their immediate surroundings. When you build a level you have to keep in mind you have a budget, polygons, only spend them on background elements if it is not at the expense of the foreground. There could be an awesome view out that window but if the room you are in looks like shit, you have failed as a designer.
  • Levels should get harder - But then you should be able to win.
  • Multiple difficulty settings - This is primarily a game design issue but multiple pathways with different difficulties but a larger reward behind the harder ones is good level design.
 
Can you think of any other general design principles? What about genre specific principles. Action games should vary the pace, lulls in the action allow the player to regroup, reflect on their experience and prepare to tackle the next objective, if the action never drops, the player can become overwhelmed and lose track of what they are meant to be doing. 
 
The 400 project, is an attempt to collect a list of 400 rules for game design. If you are interested check it out.
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Game Design Theory

I have been reading through some of my notes from uni and have decided to post them here partly as retyping them will help me learn them and also it may be interesting to discuss some of the theory behind why game designers make certain decisions.   
 

Elements of a Game

 A Game has 4 main elements, Play, Pretending, Goals and Rules.  
 

Play

 
 Games are participatory forms of entertainment. This is different from books and film which are presentational. The author of a book entertains you. When you play a game you are entertaining yourself. Books and films are the same every time. When you play a game you make decisions that effect it, even if it something as small as choosing whether to walk or run. 
 
Play includes the freedom to act and the freedom to choose how to act. Your choices will however, always be constrained by rules and this requires you to be clever and skilful in your play. 
 

Pretending

 
The act of creating a reality in the mind. This reality can be described as the magic circle. This circle is the boundary that divides activities that are meaningful in the real world and activities that are meaningful in the reality of the game world. 
 
In a single player games the magic circle is created just by choosing to play, in multiplayer a group of players agree to follow certain rules and pretend the same things. 
 
These rules don't just apply to video games. A physical game like cricket also has the same elements. You may not be pretending to be a different person but you still assign significance to events in the game, this is pretending. For example when playing cricket all the players decide to follow the rule that hitting the stumps means that a batsman is out. In the real worlds all you have done is hit some wood with a ball, but in the game world of the cricket match you have taken a wicket and that batsman is now out.  
 

Goals

 
A game must have a goal. Even creative non-competitive play has a goal, creation. The object of a game need not be achievable as long as players try to achieve it. early arcade games are a good example of this.  
 
The Goal is defined by the rules and is arbitrary. In cricket the goal is to achieve more runs than the other team and concede less wickets. This is an example of a type of goal referred to as a victory condition, a point where one player may be declared the victor. In most cases the victory condition is also the termination condition that ends the game, but this is not always the case. A racing game does not end as soon as the first player crosses the line, it continues until the last car does. 
 
Some games do not have victory conditions at all only loss conditions. An example of this is Sim City. You can play indefinitely as long as you have money.  
 

Rules

 
Rules are limitations and instructions that a player agrees to accept before playing a game. Every game has rules. Rules establish the object and the meaning of events in the magic circle. Rules make catching a ball during a cricket match more significant that simply catching a ball.  
  • Gameplay - set of rules that consist of actions that the game offers the player.
  • Sequence of Play - progression of activities in a game.
  • Goals - objectives a player must complete or attempt to complete.
  • Termination conditions
  • Meta rules - rules about rules. Define when rules can change.
 

Games Are Not

 
Games are not dependant on competition or conflict. A game is an activity not a system of rules, games are not theoretical themselves. Also games don't have to be fun. 
 
What key elements do you think a game has to have? Do you have any suggestions on what aspect of game design I write about next?
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Purple Hat Games Is Go!

Over the next year, myself and some fellow University of Portsmouth students will be setting up and running a small games company, Purple Hat Games. We currently have around 15 members and will be attempting a rather ambitious, (for students) project . I will try and blog about projects we are working on and our experiences of starting a games company. 

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