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Level Up.pdf

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The Dave Arnenson Memorial Mapping Section 227<br />

to here ” , cut that section out of your game. Because a very important<br />

thing is:<br />

WALKING IS NEVER, EVER GAMEPLAY!<br />

Only lazy designers consider walking to be gameplay. You ’ re not a lazy<br />

designer, are you? Of course you aren ’ t. You are an active designer. An<br />

active designer who creates active things for your active character to do.<br />

Actively.<br />

Prevent the player from walking for too long. Look at all the other things the<br />

player could be doing instead of walking.<br />

• Jumping • Swinging<br />

• Fighting • Flying<br />

• Collecting • Escaping<br />

• Climbing • Sneaking<br />

• Swimming • Exploring<br />

Speaking of exploring, let ’ s talk about multiple paths. Which one to take?<br />

The one that leads to the harem of 1000 delights or the one that leads to<br />

the lava pits of Overfiend? Decisions, decisions.<br />

No matter how you slice it, multiple paths are a tricky thing to deal with,<br />

regardless of whether you are designing an alley or an island. They work<br />

better for some genres of games than others. The wide - open worlds found<br />

in FPSs, RPGs, and driving games require multiple paths just to keep<br />

traversal from getting boring.<br />

But multiple paths raise multiple questions that need to be addressed:<br />

Which path will the player choose? What can you do to entice a player to go<br />

down one path over another? What can the designer do to promote the<br />

player to use that alternate path? Hidden power- ups or cash prizes? Provide<br />

an achievement for all secrets discovered? Some producers balk at the idea<br />

of designing and building a part of the level that the player may never see.<br />

Whatever the answer you decide on, make sure that it provides something<br />

significant to your level.

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