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Level Up.pdf

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Everything I Learned about <strong>Level</strong> Design, I Learned from Disneyland 211<br />

Even if your characters don ’ t physically travel anywhere in your game, you<br />

can still use a map to show progression. The fighting game Mortal Kombat<br />

displays a screen full of characters ’ headshots, with most of them “ locked<br />

up ” at the beginning of the game. But by showing all the locked windows,<br />

the game ’ s map provides foreshadowing that there will be many characters<br />

that the player will eventually fight. As more opponents are unlocked, the<br />

player is then compelled to “ collect them all. ”<br />

Foreshadowing is a powerful tool to get a player excited about the activities<br />

and dangers found in a level. Building anticipation is just as important as<br />

delivering on it. In all my years of making haunted houses, I ’ ve found that a<br />

scare is bigger and better if the victim knows it ’ s coming. It ’ s waiting for the<br />

scare to happen that drives them nuts.<br />

You can use lighting, sound effects, and geometry to make a level look<br />

foreboding. And remember, nothing says “ beware ” like skulls and<br />

skeletons strewn around an environment. You can never have too many<br />

skeletons11 .<br />

11 While I believe that you can never have too many skeletons, I think it is possible to go<br />

overboard with filth and gore. Some horror games levels are splattered with blood and grime.<br />

Maybe it ’ s just me, but I never find these environments scary. What is scary is a befouled<br />

bathroom — but what makes it so scary is the smell and that you may have to touch<br />

something: two senses that are completely absent from a video gamer ’ s “ vocabulary. ” And by<br />

the way, having a room decorated with corpses strung up like Christmas ornaments doesn ’ t<br />

make it particularly scary. It just looks … festive.

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