Wednesday 9 October 2013

Virtual World Note - Week 6

When designing a level, a designer should think what the player doesn't know about the level and how to teach them the mechanics. In game teaching can be done in several ways:
- Tutorial/ GUI (not favorable)
- Trial and error/ penalty
- Safety - no fail state
- Rule page (not favorable)
- Environmental cues
- By example
- Directed Play/ question
- Repetition
- The manual (not favorable)
- Introducing new features (paced)
- Teaching NPC

Challenge
What add challenge?
- Input complexity
- obstacles
- AI
- reaction time
- limited resources
- puzzle/ strategy
- competition/ player vs player
- speed running (level down)
What decrease the challenge?
- giving resources
- match making (finding player with same level) --> level designer has no control
- helpers character
- hints
- optional challenges
- grinding/ loot drops --> questionable - depends on game

Importantly: how hard this level to be? What do you expect from the good player and bad player? Whoever your target demographic for, if the level is impossible is too easy or too hard for those people, you have to reconsider the target demographic.

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