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Level Up.pdf

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68 LEVEL 4 You Can Design a Game, But Can You Do the Paperwork?<br />

are all of the locations connected within the game world as well as for the<br />

player? Include a simple map or flow chart diagram to show how the player<br />

would navigate the world.<br />

PAGE 6: GAME EXPERIENCE<br />

There is a fancy German word, gestalt, which translates as “ the whole ” of<br />

something. Gestalt can be found being used by stuffy film and art critics to<br />

describe the overall feeling of a work of art or the ambiance of a restaurant.<br />

But don ’ t let the term ’ s fancy- pantsy- ness fool you; the concept of gestalt is<br />

fantastic when applied to video games. To make a game feel like a<br />

complete experience, you need to account for the feel of the starting<br />

screens, your cinematics, your music, your sound design, the camera …<br />

in other words, the whole, or the gestalt of your game.<br />

So now that you know what gestalt means, what is the overall gestalt of<br />

your game? Humorous? Horrific? Thrilling? Hardcore? Foreboding? Sexy?<br />

How is this feeling going to be presented to the player from the very<br />

beginning of your product? Look to DVD movie menus and packaging<br />

(especially deluxe editions) as inspiration, as they usually do a great job<br />

of capturing the feel of the movie with just a little music, some fonts, and a<br />

few visuals.<br />

Are there any special modes or interfaces for your gameplay? These can be<br />

special modes such as the “ attack copter ” gameplay in Call of Duty 4:<br />

Modern Warfare or Rubi ’ s “ Rage Mode ” in Wet.<br />

Here are a few other important questions about the game ’ s experience you<br />

should answer for the reader of your ten - pager:<br />

• What does the player first see when they start the game?<br />

• What emotions/moods are meant to be invoked by your game?

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