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Level Up.pdf

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

items can be placed by designers and artists into the level to make it feel<br />

more like a real place. Sometimes they act as barricades or obstacles for<br />

the player to avoid, jump over, or take cover behind:<br />

• Desks and chairs<br />

• Parked cars<br />

• Barricades<br />

• Statues and gravestones<br />

• Trees and shrubbery<br />

• Fences and walls<br />

• Potted plants and water coolers.<br />

Thinking up props can be an entertaining exercise in free association and<br />

brainstorming. Start with the predictable items that you would find in your<br />

level and go from there. Here ’ s an exercise — come up with as many items<br />

and props for the following level themes:<br />

• Easy: the street of a Wild West town<br />

• Medium: a supervillain ’ s lair<br />

• Hard: Chinese clothing factory.<br />

Pro tip: if you find your brainstorming ideas getting silly or filthy, you know<br />

you ’ ve reached a good place to stop. Let it settle overnight or for a day or<br />

two before starting again. Or take a research break and look for more<br />

inspiration in books, games, movies, or the interwebs.<br />

Don ’ t be satisfied with merely thinking up items to decorate your world —<br />

allow your players to interact with them. Start with natural reactions. If you<br />

shoot a water cooler it should explode in a watery splash. Let players knock<br />

over light items or shove around heavy ones. Let players closely examine<br />

interesting pieces of statues, bookshelves, or paintings.<br />

You can shoot or smash props to access new areas or yield treasure. In the<br />

Lego games (like Lego Star Wars and Lego Batman), you can pretty much<br />

destroy anything — all yielding studs, the game ’ s version of money. There ’ s<br />

nothing more satisfying than busting up junk to get tons of treasure, but try<br />

not to overdo it as it can turn your carefully designed gameplay into a<br />

mindless smash - fest.<br />

Crates are breakable items that yield goodies and double as platforms, but<br />

they ’ re also overused clich é s that have become a joke within the gaming<br />

industry; visually boring and, frankly, a lazy fallback for designers and artists<br />

who don ’ t want to burn the brainpower to think up more interesting<br />

breakable objects.

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