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Level Up.pdf

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228 LEVEL 9 Everything I Learned about <strong>Level</strong> Design, I Learned from <strong>Level</strong> 9<br />

Some designers don ’ t like backtracking, when a player has to go back to<br />

a part of the level they ’ ve already been to. I don ’ t mind it. I think it ’ s a good<br />

way to get the most out of your level. I like to use backtracking for puzzles.<br />

I always say “ show the player the door first and then let them find the key. ”<br />

Just don ’ t make the player go back and forth too many times. If you need<br />

to make the player go to a location more than twice, do something to it to<br />

make it different: add gameplay like (new) combat or collectibles, change<br />

the topography by having an earthquake change a flat spot into jumpable<br />

hills. A nice natural (or unnatural) disaster can work wonders.<br />

Conversely, you should design alternate ways for your player to get around<br />

your level and game world. These are unlocked as the player exposes more<br />

of the world. Anything is preferable to having to plod through the same<br />

terrain over and over again. Give the player a car or a horse to get through<br />

those slow spots, let them ride a train or get a lift in a zeppelin, or, if your<br />

fiction supports it, there ’ s always the ever- popular teleporter.<br />

Just be aware that traveling in vehicles can really chew up the real estate.<br />

You ’ ll want to build that space into your levels. But it ’ s a double - edged<br />

sword. Don ’ t make the experience last too long, especially if it ’ s something<br />

you will be doing often. Just remember the very important thing when it<br />

comes to traveling through levels:<br />

IF IT EVER FEELS LONG OR BORING,<br />

THEN IT IS<br />

Avoid boring levels! But how? Variety is one way.<br />

Fingers are another way of making a world feel<br />

deeper and fuller without having to build lots of<br />

complex geometry and multiple paths that the<br />

player may never take. Picture a linear path.<br />

Not too exciting, huh? You can place all type of<br />

hazards and enemies along the way to make<br />

things challenging for the player, but it ’ s just going<br />

to feel like a straight path even if you crinkle it up<br />

and bend it around.<br />

However, if you start to add fingers off of your<br />

path, little dead ends for the player to explore and<br />

go down, it makes the player feel like they are<br />

exploring the level and not just promenading down<br />

it. It expands the life of your level and you can<br />

promote the player exploring it. Let ’ s take a look at<br />

our level now that we ’ ve added a few fingers off of<br />

the main path:

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