Sunday 29 January 2012

Week 13 - Building a Simple Level

"Game Level Design"

There are 'building blocks' of a level:

- Concept | Overall idea of game
- Environment | Graphics, sounds etc.
- Beginning | Where the start of  the level is
- Ending | Where the exit/finish of the level is
- Goal | Why should the player want to reach the end?
- Challenge | The thing that makes the player enjoy completing the level
- Reward | Not limited to a 'New Weapon or Armour' can just be access to next level.
- Failure | Why should the player try the level again?

Do you need a story? No. Some games don't have stories, but can do if forced (eg. Chess - Medieval War). Byrne describes stories to 'enhance' levels rather than to base games around them.

Although there may be many different types of game genres, almost all share the same basic requirements for the individual levels that make up the game. Knowing what these building blocks are is critical to knowing what makes a good level.

- The more players can do a task without aid, makes the game more fulfilling.

- Simply finishing the level can be a reward, no need for fireworks.

- Don't make the player blame a poor game for failure, make them want to play better.

Week 8 - Players who suit MUDs

How do different styles of player relate to the game world and the other players around them?

Richard Bartle's article describes the people who play MUDs will normally be divided between 4 play-styles.

Achievers: These players are primarily focused on completing the game as quickly and efficiently as possible. They look to improve their character constantly and look to complete personal goals. They like to think they are playing the game the way it's meant to be played and see the game as a competition.

Explorers: Usually want to find out as much about the game as possible. They like to push the game for bugs and go looking for things that are hidden (easter eggs etc.)

Killers: These players try to distress the other players on the game by killing or annoying them. They like to troll or hurt other players etc.

Socializers: Normally care more about conversing with other players than actually playing the game. They like to trade and share stories etc.

The player types shown above are described by Bartle as extremely significant, as each one can have an impact on the other. So to make the game successful, it is important to make the game balanced so you don't have too much of a decrease/increase in one type of player.

Games are not limited to these 4 player types and this is only one template for the way people play games.