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Level Up.pdf

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334 LEVEL 12 The Nuts and Bolts of Mechanics<br />

doesn ’ t have the key for, or it can be blocked with debris that the player<br />

can ’ t move. Whatever the choice, the appearance needs to be obvious to<br />

avoid frustration. Locked doors are often (some say too often) used to<br />

introduce this common gameplay scenario: the quest to find the key 2 .<br />

Switches, cranks, and levers are another old standby in video game<br />

design. Some designers love using them, others avoid them like the plague.<br />

I admit that nothing makes my eyes roll faster than seeing a lever sitting in<br />

the middle of a room. It ’ s something that screams “ video game ” to me. How<br />

many times in your life have you actually pulled a lever? But, they are very<br />

useful for a variety of gameplay mechanics. If you do use switches and<br />

levers, keep them visually simple. Now I know that one of the great<br />

pleasures in designing video games is creating fantastical things, but<br />

players will clearly understand the “ cause and effect ” if you keep things<br />

grounded in reality.<br />

Whatever you end up doing with your switches and levers, make sure that:<br />

• You consider placing a visual effect like a glow or an icon on your switch<br />

or lever. Because levers are usually shown as slender poles, the player<br />

might have a hard time seeing them.<br />

• The player sees the effect of activating the switch/pulling the lever. That<br />

means using a camera cut, voice, and/or sound effect to make sure it ’ s<br />

clear.<br />

• The switch/button should change appearance to show that it is in a new<br />

state. Have it change color, position or shape. If the switch is a one - way<br />

switch (one that only operates once), play a nice meaty sound effect to<br />

indicate that it ’ s permanently changed its state. If it ’ s a resetting switch,<br />

then play a “ timer ” sound effect to indicate that that switch is going to<br />

revert back to its original state. You can even display a timer graphic so<br />

the player knows how much time they have left.<br />

2 We ’ ll talk more about keys in <strong>Level</strong> 13.

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