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Level Up.pdf

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278 LEVEL 10 The Elements of Combat<br />

it was from an in - game<br />

checkpoint. By using this<br />

exploit, the player ceased to<br />

worry about death and never<br />

even saw the game over<br />

screen.<br />

Many developers have caught<br />

on to this and abandoned the concept of player lives. Instead of killing the<br />

player and ending the game, players are reset to checkpoints within the<br />

level, where they can keep trying over and over until they succeed. In Prince<br />

of Persia: the Sands of Time, the player can “ rewind time ” to a point where<br />

the player is safe. This type of mechanic has to be carefully implemented<br />

though: it is possible for a player to get into a situation where they can ’ t<br />

rewind far enough to avoid death and would die all over again. A narrator<br />

tells the player “ that ’ s not how the story happened ” before the character<br />

restarts from a checkpoint. In Batman: Arkham Asylum, the player is given a<br />

chance to save the caped crusader from a fall to death by pressing a QTE<br />

button. If successful, Batman climbs back up to safety.<br />

However, some genres like action and survival horror still utilize lives and<br />

game over screens. If you have to kill your player, remember the following:<br />

• Let the player know that they have lives and that they will be lost. Players<br />

become protective of their character and will fear for their safety.<br />

• Display lives clearly in the HUD. Make it clear when the player is losing<br />

a life.<br />

• Allow the player plenty of opportunities to regain lives. They can happen<br />

during level ups, be power- ups, or rewards for collecting objects.<br />

• When killing a player character, do it quickly. Don ’ t create a long, drawn<br />

out death animation that the player has to watch over and over again<br />

when things get hard in the game.<br />

• The same goes for game over screens. Don ’ t make the player sit<br />

through long death sequence cutscenes. Make the path to restarting<br />

gameplay after death as quick as possible.<br />

• When killing a player, make it as violent as your rating allows. Let the<br />

player really feel some pain when it happens. Empathy toward the game<br />

character will motivate the player towards self- preservation.<br />

• If the player earns something during one life, don ’ t double punish them<br />

by taking it away from them when they lose that life.<br />

• If killing the player during a boss round, don ’ t make the player have to<br />

play the whole sequence all over again. Why not let them continue on<br />

with the fight as if nothing ever happened, or only punish them with a<br />

little bit of boss health regained?

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