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Level Up.pdf

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76 LEVEL 4 You Can Design a Game, But Can You Do the Paperwork?<br />

For example, when I was first working on Maximo vs. Army of Zin, I first<br />

referred to the game ’ s enemies, the Zin, as robots. I quickly learned that<br />

everyone on my team had a different mental image of what a robot was,<br />

ranging from C- 3PO to the Iron Giant. I realized that my team would be on<br />

the wrong page unless I provided a clearer description for them. The image<br />

I had in my head of the Zin was of a metal skeleton made out of riveted<br />

brass with turning gears for guts. I started using the term “ clockwork<br />

undead ” to describe the Zin. I found that by focusing my language to<br />

something very specific, my team mates were able to better visualize the<br />

image I had in my head.<br />

You also need to be specific when thinking about how the gameplay unfolds<br />

to the player over the course of the game. How this happens is called<br />

progression.<br />

Gameplay Progression<br />

Introducing gameplay to the player can be a tricky thing. Here are several<br />

suggestions on how you can start your game:<br />

• The player starts from ground zero (or level 1 ) with no skills, gear and<br />

abilities.<br />

• The player has several skills that are presented to them at the beginning<br />

of the game but have to be unlocked over time. The gating mechanism<br />

can be experience, money or some other factor.<br />

• The player has several skills, but has no knowledge of how to use<br />

them … yet 9 .<br />

• The player has significant power that they can use immediately … only<br />

to lose it after a boss fight or initial confrontation.<br />

• The player has significant power that they can use immediately … only<br />

to have to “ start back at zero ” as the game story is structured as a<br />

fl ashback.<br />

Just as you need to know how your game begins, you also need<br />

to know how it ends. This is where the beat chart comes in extremely<br />

helpful.<br />

9 The character with amnesia is one of the oldest cliches in video games. Unless you have an<br />

exceptionally clever way to use this story point, I highly recommend not using it. Nothing<br />

makes gamers ’ eyes roll faster. Except for maybe the character realizing that “ it was all a<br />

dream. ”

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