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Level Up.pdf

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Time to Die<br />

Time to Die 339<br />

we are going to talk about the timepiece, we are going to have to examine<br />

the clockworks first.<br />

Another important mechanic is the timing puzzle. Timing puzzles are<br />

mechanics that move. They are perfect for creating tense moments where<br />

the player has to wait for the right moment to dash through whirling blades<br />

or smashing pylons 4 . They cause anticipation for the player as they wait for<br />

the right moment to jump to a moving platform. A timing puzzle should have<br />

the following:<br />

1. The hazard must have a discernable movement pattern. Back and forth,<br />

up and down, zigzag, circular, or figure of eight: it doesn ’ t matter, just<br />

as long as the player can track its movement.<br />

2. The hazard must have predictable timing. Random timing is unfair to<br />

the player, who needs to understand the pattern to be successful.<br />

3. The window of opportunity must be tight, but not impossible. Allow<br />

leeway for the player at the start and close of the window ’ s opening.<br />

4. Use “ tells ” in the world to give the player clues to where it is safe to<br />

stand and where they will be hurt or killed. Bloodstains, grooves in the<br />

floor, lighting and shadows, sound effects, particle effects, geometry,<br />

decorative elements; players notice these things and will learn to use<br />

them as markers for success.<br />

Props are mechanics after a big Thanksgiving dinner; they don ’ t move<br />

unless someone asks them to get off the couch and do the dishes. These<br />

4 To this day, I still get tense thinking about those spinning paddles in the Spectre chamber<br />

of Dragon ’ s Lair ; a scenario which may be the first video game timing puzzle.

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