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Gameplay & Level Design. Early Successes and Failures . Top Gun. Solomon's Key . Fire ‘n Ice. Back to the Future. The Importance of Interface. The Rules: Victory and Loss Conditions. Strict Linear: Early Console (i.e. Mega Man ) FPS (except Deus Ex -type) Rock Band
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Early Successes and Failures Top Gun Solomon's Key Fire ‘n Ice Back to the Future
The Rules: Victory and Loss Conditions • Strict Linear: • Early Console (i.e. Mega Man) • FPS (except Deus Ex-type) • Rock Band • Multiple Outcome • Fallout • KOTOR • Open World: • Civilization • The Sims • Slightly Open • Spore • GTA 3-4
Adversarial Model • Against the Game • Time / Puzzle Tests: Tetris • Simulated Conflict: Doom • With other Players • Direct Conflict: Halo • Indirect Competition: WoW • Collaborative: LEGO series
Elements of the Challenge • Perfect & Imperfect Information • Mario vs. Space Quest • Types of Knowledge • In game vs. Out of game • Resource Management • Automation vs. Micromanagement • Reaction Time • Spatial Awareness
Balance • Balance through construction • Symmetrically Balanced • Strategically Balanced • Balance through adaptation • Building • Maintaining • Destroying
Level Structure • Level Availability • Now that I have the key … • Level Boundaries • … a fire blocks me in! • Level Requirements • Where is the extinguisher? • Level Duration • It’s getting hot! • Difficulty Advancement • A red demon? Why won’t it die? • Relationship to Story • My wife started the fire !?!?
Time Modeling • Real Time • Limited • Timer countdown or environmental pressures • Variable • Player or system controlled • Altered • Bullet Time • Braid
Camera Positioning • Full Zoom and Pan • Spore • Most Current RTS • Top-down • GTA 1-2, Zelda • Limited Perspective • Civilization 4 • Side Scrolling • Sonic, NES
Novelty • Repetitive gameplay is a coffin nail • You can do the same thing – just not the EXACT same thing