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Level Up.pdf

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

and … they help the designer make “ music. ” 6 The goal of good level design<br />

is to help the player achieve what psychologist Mih á ly Cs í kszentmih á lyi 7<br />

calls fl ow. (I told you we ’ d get back to it.)<br />

Cs í kszentmih á lyi ’ s theory proposes that there is a point between boredom<br />

and difficulty. A place where players become so engrossed that they<br />

become energized, focused, and unaware of time. But in order to create<br />

flow, you need to know how to orchestrate these elements together.<br />

Reaching the state of flow feels like making music; it ’ s the rhythm of a great<br />

level. A natural rhythm of the player ’ s movement and actions — or flow —<br />

starts to emerge as he traverses the level 8 .<br />

To me, game element placement is orchestrated like the instruments in<br />

Sergei Prokofiev ’ s Peter and the Wolf. In this famous musical piece, each<br />

6 Yes, I went there.<br />

7 Pronounced “ cheek sent me high - ee ” You can bet your ass that I cut ‘ n ’ pasted that name.<br />

8 The ancient Greeks believed there was a correlation between music and mathematics. The<br />

Playstation game Vib Ribbon (SCE, 1999) uses musical beats from any music CD to generate<br />

gameplay mechanics and hazards. The same ideas shown here in my example can be applied<br />

from a mathematical persepective, where the gameplay elements and mechanics are combined<br />

to create a formula of successful gameplay. I am told that game designer Mark Cerny ( Marble<br />

Madness , Crash Bandicoot , among others) works this way.

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