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Level Up.pdf

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More Wealth Than You Can Imagine! 373<br />

Loot is all the great stuff you can buy, but it ’ s FREE!<br />

Well, if you consider navigating through the temple of<br />

eternal pain and defeating the goblin army free. The<br />

difference between loot you buy and loot you find is<br />

you should always find much better loot on your<br />

adventure. Save the best weapons, the strongest<br />

armor, and the shootiest guns for loot. Let the player<br />

earn their keep by solving puzzles, surviving hazards,<br />

and defeating bosses. And remember this very<br />

important thing:<br />

THE BEST REWARDS ARE HARD WON<br />

Souvenirs are physical (well, virtual) reminders of the<br />

player ’ s adventures during the game. Souvenirs can<br />

be displayed back at the player ’ s<br />

base or castle or spaceship or condo.<br />

Give the player a special place to<br />

show them off, like Lara Croft ’ s trophy<br />

room in Tomb Raider Anniversary<br />

(Eidos, 2006) or a nice shelf with<br />

proper lighting. They can be animated<br />

interactive exhibits like those found in<br />

Lego Indiana Jones: the Original<br />

Adventures (Lucasarts, 2008) or virtual museums like the one in Uncharted<br />

2: Among Thieves. No matter which style you choose, use a tight camera or<br />

viewer to let the player get a good look at ‘ em and a label to remind them<br />

where they found the souvenir.<br />

Not all souvenirs should be kept on a shelf. Turning souvenirs into useful<br />

game items gives those items more meaning. Defeat the Lich King in World<br />

of Warcraft and take his sword. Mega Man takes the powers of the Robot<br />

Masters as he defeats them. Instead of awarding a dragon skin rug, why<br />

not give the player a pair of dragon skin boots? That way, as long as the<br />

player wears the boots, everyone will know who slew the red dragon. Make<br />

sure to give the souvenir items special properties too. Those red dragon<br />

boots may allow a player resistance to fire attacks or let them walk over hot<br />

coals or on lava. It may even give them a special flaming kick attack. Make<br />

it special and the player will want to get to the next encounter to see what<br />

they can win.<br />

The biggest problem with bonus features is they are usually created at the<br />

last minute by the production team. Design them early but they should be<br />

one of the last things you create. This way, you can judge just what<br />

constitutes a “ bonus ” to the player by comparing it to the rest of the game ’ s<br />

content. Bonus materials may include:

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