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Level Up.pdf

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108 LEVEL 5 The Three Cs, Part 1—Character<br />

The Water ’ s Fine …<br />

or is it?<br />

Speaking of water, swimming can still be a difficult thing to design gameplay<br />

around. In the earlier days of game design, water traversal was avoided<br />

altogether, resulting in a long tradition of “ water = death ” in video games.<br />

If you choose to go that route, keep your messaging consistent otherwise<br />

the player will get confused. Don ’ t expect players to be able to differentiate<br />

between water that is safe and water that is deadly. My rule of thumb is that<br />

water within a single environment should be one or the other. There is no<br />

deep end to the pool. It ’ s either all shallow/safe or deep/deadly. If you<br />

must have transitional water, give your player adequate cues and warnings<br />

of the danger of swimming too far. One game I worked on had a shark<br />

fin appear and swim near the player when they strayed out too far. If<br />

they ignored the warning and kept going, they got chomped on by a<br />

great white!<br />

However, water gameplay can be quite interesting as it lends itself to<br />

exploration and exotic environments. But you must always consider several<br />

gameplay rules when considering swimming:<br />

• How does the player enter/exit water? Always make sure water entrances<br />

and exits are clearly marked for the player. This can take the form of<br />

clearly marked ledges, sloping ramp geometry, or those little pool<br />

ladders — just as long as the player can tell “ this is where I get out. ”<br />

• Can the player swim under water or just on the surface? Sometimes the<br />

ability to dive isn ’ t given to the player until later in the game. Sometimes<br />

not at all.<br />

• If the player can swim underwater, can they stay underwater for an<br />

extended period of time? Is there some sort of a timer that gauges air<br />

supply or pressure that prevents the player from staying underwater for<br />

extended periods of time?<br />

• Does air matter? Can a player die due to lack of air? Do they need to<br />

collect power- ups or have some other method to sustain their air supply?<br />

• Can the player attack underwater? Do they carry their weapon and swim<br />

at the same time? A typical swim stroke may look strange or cause<br />

sorting issues if the player is carrying a weapon at the same time.

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