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Level Up.pdf

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Finally, We Talk about Gameplay<br />

93<br />

distances get greater as you lunge at an opponent. It ’ s important to know<br />

these distances to help you gauge how far away you are from your<br />

opponent and how close you have to be in order to score a touch on them.<br />

The fencer gets accustomed to these distances and adjusts their fencing<br />

style to compensate for them.<br />

Video game players do the same thing. Metrics are especially important to<br />

players as they use them to gauge movement and jump distances “ by eye ” ,<br />

whether they know it or not. When playing, they get a feel for what is and<br />

isn ’ t obtainable and anything that changes that constant will throw off the<br />

player and feel wrong.<br />

Determining metrics start with the basic height of the character, the speed<br />

that character travels, and the height that the character can reach. I always<br />

use the hero character as a yardstick for the rest of the world. For example,<br />

in Maximo: Ghost to Glory, our measurement was called “ 1 Maximo unit ” ,<br />

which was obviously based on the height and width of the main character.<br />

All game distances, widths and heights were expressed in this way.<br />

Use metrics to determine:<br />

• Height: the height of the player character<br />

• Width of passage: usually wider than the player character<br />

• Walking speed: how far the player travels per second or unit of time<br />

• Running speed: same as above, but faster<br />

• Jump distance: usually farther than a walk, but not as far as a run; can<br />

also be based on the player ’ s width (such as 5 player units across)<br />

• Jump height: based on the player ’ s height — a jump is half the player ’ s<br />

height, while a double jump can be twice as tall as the player<br />

• Melee attack distance: usually not much farther than the length of the<br />

player ’ s arm and weapon<br />

• Projectile distance: this can be as short as the player’s reach or width<br />

to as far as the player can see

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