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Level Up.pdf

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<strong>Level</strong> 10’s Universal Truths and Clever Ideas 279<br />

• That said, the threat of death is a great motivator for the player to do<br />

better and learn that skill or control. Just use this power judiciously,<br />

okay? I trust you.<br />

• If using alternate death systems, like the player dies if their NPC partner<br />

dies, make it clear that (a) the player needs to protect the partner<br />

character with their lives and (b) they will die if they don ’ t.<br />

Think very carefully about using lives in your game. If you don ’ t think killing<br />

the player will make the game experience better or more exciting, or think it<br />

will actually be more frustrating, then don ’ t do it. Because this very<br />

important thing applies:<br />

YOU WANT TO KEEP THEM PLAYING<br />

Never give the player a good reason to stop. Once you ’ ve lost them, you<br />

may never get them back. Instead of a game over screen, why not create a<br />

“ keep going ” screen? When the player dies or leave the game, show them<br />

a preview of the next level, the next story point or the next treasure item,<br />

weapon or powerup? Give the player a sneak peek to get them so excited<br />

that they won ’ t want to stop playing!<br />

Now stick close, we ’ re moving into dangerous territory in the next level: one<br />

populated by hordes of enemies!<br />

<strong>Level</strong> 10 ’ s Universal Truths and Clever Ideas:<br />

• Be mindful of ESRB guidelines when creating violent<br />

gameplay.<br />

• Violence is all about context: a violent act is going to<br />

feel more violent if it is the player who does it.<br />

• Give your character a signature attack or weapon.<br />

• Create an attack matrix to track your combat moves and<br />

reactions.<br />

• People want to play games that make them look cool.<br />

• Use a lock - on system to enable the player during combat.<br />

• Close battles are more exciting.

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