The Elements of Game Design—Part 02 Gaming & Simulation Mr. Tillery Orlando Technical Center.

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The Elements of The Elements of Game Design—Part Game Design—Part 02 02 Gaming & Simulation Gaming & Simulation Mr. Tillery Mr. Tillery Orlando Technical Center Orlando Technical Center

Transcript of The Elements of Game Design—Part 02 Gaming & Simulation Mr. Tillery Orlando Technical Center.

Page 1: The Elements of Game Design—Part 02 Gaming & Simulation Mr. Tillery Orlando Technical Center.

The Elements of Game The Elements of Game Design—Part 02Design—Part 02

Gaming & SimulationGaming & Simulation

Mr. TilleryMr. Tillery

Orlando Technical CenterOrlando Technical Center

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1.1.4 Level Design1.1.4 Level Design

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There is a generalized notion of There is a generalized notion of what should comprise a level. what should comprise a level.

Basically, even though a level Basically, even though a level can be implemented in many can be implemented in many different ways, one can roughly different ways, one can roughly say that a player should be able say that a player should be able to complete a level in one to complete a level in one sitting. sitting.

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A level should represent a milestone A level should represent a milestone in the game, whether it be with in the game, whether it be with respect to dexterity or respect to dexterity or accomplishment. accomplishment.

Some games operate with one level Some games operate with one level at a time, while others allow players at a time, while others allow players to pursue multiple quests to pursue multiple quests simultaneously. simultaneously.

This allows a player to take a break This allows a player to take a break from a difficult problem for a while, from a difficult problem for a while, but still advance through the game.but still advance through the game.

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Level design and gameplay are Level design and gameplay are not mutually exclusive. not mutually exclusive.

Level design both compliments Level design both compliments and defines the gameplay. and defines the gameplay.

If you are a level designer, you If you are a level designer, you will be given the gameplay rules will be given the gameplay rules and suggestions by the game and suggestions by the game designer, and hopefully also designer, and hopefully also from the Design Document, from the Design Document, which is discussed later.which is discussed later.

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Level ConstructsLevel Constructs

There are three basic styles of level There are three basic styles of level design. design.

In the first, none of the game levels In the first, none of the game levels bear any relation to each other. bear any relation to each other.

Puzzle games tend to be of this sort. Puzzle games tend to be of this sort. The puzzle gets more difficult with The puzzle gets more difficult with

each level, but each level is each level, but each level is independent of the others. independent of the others.

Many action games also fall into this Many action games also fall into this category, as each level serves to category, as each level serves to only get more difficult, requiring more only get more difficult, requiring more dexterity. dexterity.

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The second type of level The second type of level construct is where there is an construct is where there is an overriding storyline, but each overriding storyline, but each level is a self-contained episode.level is a self-contained episode.

Many people are comfortable Many people are comfortable with this type of level construct with this type of level construct as it similar to a soap opera or as it similar to a soap opera or TV series.TV series.

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The third type of level construct The third type of level construct is the campaign. is the campaign.

This is the most common This is the most common structure in today's games. structure in today's games.

In a campaign, you do not get In a campaign, you do not get access to another level unless access to another level unless you complete the levels below it.you complete the levels below it.

You must complete all previous You must complete all previous missions before you can move missions before you can move forward.forward.

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Level DifficultyLevel Difficulty

We can distinguish between We can distinguish between three types of level difficulty three types of level difficulty constructs. constructs.

These are the flat, linear, and S-These are the flat, linear, and S-curve. curve.

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If you think of these as curves If you think of these as curves on a graph it's easy to on a graph it's easy to understand what they mean. understand what they mean.

A flat difficulty curve is one A flat difficulty curve is one where the game's difficulty does where the game's difficulty does not change from level to level. not change from level to level.

Different levels may introduce Different levels may introduce different activities, but the different activities, but the purpose is not to somehow purpose is not to somehow advance the player. advance the player.

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For linear difficulty constructs, the For linear difficulty constructs, the difficulty increases in a somewhat difficulty increases in a somewhat uniformly incremental way between uniformly incremental way between levels. levels.

For S-curve difficulty, the player For S-curve difficulty, the player gains quick experience early on, but gains quick experience early on, but then the learning curve grows then the learning curve grows steeper. steeper.

Towards the end of the game, the Towards the end of the game, the curve flattens out again as the player curve flattens out again as the player can now use everything they have can now use everything they have learned to achieve the final goal.learned to achieve the final goal.

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For the most part, players need to be For the most part, players need to be challenged, so most often the best challenged, so most often the best strategy is to use the S-curve strategy is to use the S-curve construct. construct.

The player gains confidence early, The player gains confidence early, then is put to the test, and then then is put to the test, and then finally exhibits mastery of what they finally exhibits mastery of what they have learned. have learned.

You do not want to bore the player, You do not want to bore the player, but you also do not want to set up but you also do not want to set up conditions that make it virtually conditions that make it virtually impossible for them to get anywhere impossible for them to get anywhere and continue the game. and continue the game.

Difficulty increments must be paced Difficulty increments must be paced to keep the player interested to keep the player interested entertained and properly challenged. entertained and properly challenged.

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Game Entity Life CycleGame Entity Life Cycle

There is a concept of Life Cycle for There is a concept of Life Cycle for entities in a game. entities in a game.

What this means is that game What this means is that game content (props, non-playable content (props, non-playable characters, playable characters) will characters, playable characters) will come and go. come and go.

How they do so is an important part How they do so is an important part of level design. of level design.

If your enemy's characteristics never If your enemy's characteristics never changed, especially between levels, changed, especially between levels, you would soon become very bored. you would soon become very bored.

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In the first stage of an entity's life, the In the first stage of an entity's life, the entity makes itself known. entity makes itself known.

At this point a player knows nothing At this point a player knows nothing about the entity. about the entity.

They must figure out the enemy's They must figure out the enemy's strengths, what weapons it uses, and strengths, what weapons it uses, and what it takes to overcome it. what it takes to overcome it.

This is sometimes an exploratory This is sometimes an exploratory process on the part of the player, process on the part of the player, while other times the entity acts on while other times the entity acts on its own and reveals that information. its own and reveals that information.

Sometimes the information is written Sometimes the information is written on the screen.on the screen.

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Once the player understands Once the player understands how an entity behaves, they can how an entity behaves, they can adjust how they deal with it. adjust how they deal with it.

From that point on, familiarity From that point on, familiarity with the entity guides the player with the entity guides the player as to how to interact with the as to how to interact with the entity. entity.

After some time, the entity may After some time, the entity may show up less and less, or some show up less and less, or some mild variations might be mild variations might be introduced into the entity's introduced into the entity's behaviors to keep things behaviors to keep things interesting.interesting.

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Eventually, the novelty of Eventually, the novelty of encountering will wear out, so encountering will wear out, so the entity no longer appears. the entity no longer appears.

Although the above discussion Although the above discussion suggests a gradual introduction suggests a gradual introduction and fading away of an entity, and fading away of an entity, some games do this abruptly by some games do this abruptly by introducing an entity at the introducing an entity at the beginning of a level, using the beginning of a level, using the entity throughout the level, then entity throughout the level, then simply never using it again in simply never using it again in the following levels.the following levels.

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Practical Level Design TipsPractical Level Design Tips

Tim Ryan of Muse of Fire Tim Ryan of Muse of Fire Productions has written an Productions has written an excellent article for excellent article for gammasutra.com where he gammasutra.com where he enumerates 20 design rules for enumerates 20 design rules for level designers.level designers.

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1. Maintain the Vision1. Maintain the Vision

The levels must reflect the The levels must reflect the vision of the game. Avoid vision of the game. Avoid tangencies and make every tangencies and make every effort to understand what the effort to understand what the game producer or designer is game producer or designer is looking for. looking for.

In some cases you can help In some cases you can help shape that vision through your shape that vision through your work.work.

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2. 2. Learn the Design PaletteLearn the Design Palette The design palette refers to the The design palette refers to the

resources at hand. resources at hand. When working in a game company, When working in a game company,

make sure you understand the tools make sure you understand the tools that you are working with. that you are working with.

Also make sure you understand what Also make sure you understand what the player can do with the weapons the player can do with the weapons they have. they have.

If you are new at this, talk to more If you are new at this, talk to more experienced artists to help you experienced artists to help you along. along.

Read the Game Design Document Read the Game Design Document so you are absolutely clear on what it so you are absolutely clear on what it is you are trying to achieve. is you are trying to achieve.

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3. 3. Have Fun While You WorkHave Fun While You Work

Your best work is done if you Your best work is done if you enjoy what you are doing. Level enjoy what you are doing. Level design is not for everyone, and if design is not for everyone, and if you are hating life, then maybe you are hating life, then maybe level design is not for you.level design is not for you.

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4. 4. A Level Will Only be as A Level Will Only be as Good as You Imagine ItGood as You Imagine It

Have a good idea what you are Have a good idea what you are shooting for. shooting for.

Take time to think about what Take time to think about what elements you want to add elements you want to add before starting. before starting.

Once you have the bulk of the Once you have the bulk of the level designed, you can always level designed, you can always go back and add details.go back and add details.

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5. 5. Make Choices UniqueMake Choices Unique

If you have multiple routes in your If you have multiple routes in your level, avoid filling them with the level, avoid filling them with the same enemies, costs, risks and same enemies, costs, risks and rewards. rewards.

Mix it up a bit. Many players will play Mix it up a bit. Many players will play a level multiple times just to see a level multiple times just to see what happens it they make a what happens it they make a different choice. different choice.

If there is no difference, there is also If there is no difference, there is also no fun.no fun.

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6. 6. Cater to Different Playing Cater to Different Playing Styles and AbilitiesStyles and Abilities

Try to offer multiple solutions to suit Try to offer multiple solutions to suit a range of players. a range of players.

You can have risky scenarios and You can have risky scenarios and conservative ones mixed in together. conservative ones mixed in together.

It can be difficult to imagine what a It can be difficult to imagine what a player may be thinking as they player may be thinking as they traverse a level, but always traverse a level, but always remember that people learn at remember that people learn at different rates, so keep this in mind.different rates, so keep this in mind.

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7. 7. Reward Player Reward Player Imagination and EffortsImagination and Efforts

Players like intricate options and want to Players like intricate options and want to explore your world. explore your world.

You must introduce an ample number of You must introduce an ample number of secrets, surprises, paths, and so on. secrets, surprises, paths, and so on.

Many players will spend a good deal of Many players will spend a good deal of time looking for some out of the ordinary time looking for some out of the ordinary way of doing something, rather than going way of doing something, rather than going the obvious route. the obvious route.

Consider what the player might want to do Consider what the player might want to do and design for it. and design for it.

Avoid putting in dead end routes or Avoid putting in dead end routes or challenges. challenges.

They only frustrate the player, especially if They only frustrate the player, especially if they've spent a good deal of time exploring they've spent a good deal of time exploring that option.that option.

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8. 8. Pay Attention to Level Pay Attention to Level PacingPacing

Pacing is how you control suspense Pacing is how you control suspense and tension. and tension.

Use it to your advantage. Use it to your advantage. Some ways to produce tension, or Some ways to produce tension, or

pace the game, are to impose time pace the game, are to impose time limits on execution of some action, or limits on execution of some action, or place pathways in your environment place pathways in your environment that serve to speed up or slow down that serve to speed up or slow down the gameplay. the gameplay.

For example, a mud pit would slow a For example, a mud pit would slow a car down, while a super highway car down, while a super highway would allow the player to drive at a would allow the player to drive at a high rate of speed.high rate of speed.

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9. 9. Reveal Assets CarefullyReveal Assets Carefully This tip reflects back on the entity life cycle This tip reflects back on the entity life cycle

discussed above. discussed above. You do not want to introduce all or many of your You do not want to introduce all or many of your

assets too quickly because you run the risk of assets too quickly because you run the risk of overwhelming the player. overwhelming the player.

By gradually phasing in or out enemies, terrain, and By gradually phasing in or out enemies, terrain, and situations, you create perpetual interest. situations, you create perpetual interest.

Normally the lead designer will have defined what Normally the lead designer will have defined what assets get introduced when, and will provide you assets get introduced when, and will provide you with guidelines as to how to introduce them. with guidelines as to how to introduce them.

But not always. Another point to keep in mind is But not always. Another point to keep in mind is how you physically space assets apart in the level. how you physically space assets apart in the level.

Wall switches, treasure chests and other items Wall switches, treasure chests and other items should be spaced in a way that encourages should be spaced in a way that encourages exploration. exploration.

The same holds true for terrain related objects such The same holds true for terrain related objects such as bridges, waterways, and other obstacles.as bridges, waterways, and other obstacles.

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10. 10. Challenge the PlayerChallenge the Player

As a level designer, challenging the player should As a level designer, challenging the player should be an overriding concern. be an overriding concern.

The way you do that can make all the difference as The way you do that can make all the difference as to whether or not the player continues to play or to whether or not the player continues to play or puts the box on the shelf. puts the box on the shelf.

Victory in a level should be won with some degree Victory in a level should be won with some degree of difficulty in order to be satisfying to the player. of difficulty in order to be satisfying to the player.

Referring back to level difficulties above, some Referring back to level difficulties above, some variation of the S-Curve is generally a good way to variation of the S-Curve is generally a good way to do this. do this.

Also, while you should follow a general increase in Also, while you should follow a general increase in difficulty in from level to level, often the beginning of difficulty in from level to level, often the beginning of a level will not be as difficult as the end of the a level will not be as difficult as the end of the previous level. previous level.

The intensity then ramps back up. This helps you The intensity then ramps back up. This helps you give the player a rest and vary the tension.give the player a rest and vary the tension.

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11. 11. Make it UniqueMake it Unique

A level doesn't have to be completely A level doesn't have to be completely original to be unique. original to be unique.

You can use elements of the story to You can use elements of the story to motivate your design. motivate your design.

You can use ideas from other games You can use ideas from other games as well, but suited for your as well, but suited for your environment. environment.

The best way to get a sense of how The best way to get a sense of how you want your level to behave is to you want your level to behave is to play the competition. play the competition.

Be aware of what techniques are at Be aware of what techniques are at your disposal.your disposal.

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12. 12. If the Player Didn’t See If the Player Didn’t See it, Then it Didn't Happenit, Then it Didn't Happen Never assume that the player is going find Never assume that the player is going find

everything they need to find on their own. everything they need to find on their own. They will not read all the dialog, will not They will not read all the dialog, will not

turn over every stone, and will not follow turn over every stone, and will not follow every path. every path.

You must be sure that the essential You must be sure that the essential elements of the story or mission can be elements of the story or mission can be learned by whatever route the character learned by whatever route the character chooses to take. chooses to take.

Often the best approach is to define Often the best approach is to define objectives at the very beginning of the objectives at the very beginning of the level, before too many decisions have been level, before too many decisions have been made. made.

This could include dialog, introduction of This could include dialog, introduction of enemies and introduction to some of the enemies and introduction to some of the major elements of the terrain.major elements of the terrain.

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13. 13. See Through the See Through the Player's EyesPlayer's Eyes While some players will examine previous While some players will examine previous

terrain, many will not. terrain, many will not. Players tend to concentrate on the present Players tend to concentrate on the present

situation, and in particular on anything new situation, and in particular on anything new that is occurring. that is occurring.

There is a term called the "event horizon" There is a term called the "event horizon" which is where new terrain is revealed and which is where new terrain is revealed and new enemies appear (it does not new enemies appear (it does not necessarily indicate a horizon in the necessarily indicate a horizon in the common sense of the word). common sense of the word).

This is where the player will concentrate This is where the player will concentrate the most. You can change the event the most. You can change the event horizon to keep the player interested and horizon to keep the player interested and generate excitement.generate excitement.

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14. 14. Fulfill Player Fulfill Player ExpectationsExpectations

The context of the game, the story, The context of the game, the story, and the specifics of the level force and the specifics of the level force certain expectations.certain expectations.

A wizard is expected to cast magic A wizard is expected to cast magic spells. A bridge crossing a river spells. A bridge crossing a river might lead to an enemy army on the might lead to an enemy army on the other side. other side.

While always entertaining the option While always entertaining the option of surprise or the unexpected, be of surprise or the unexpected, be aware of what the player might aware of what the player might expect, and what makes sense in the expect, and what makes sense in the game world. game world.

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Surprises do not necessarily Surprises do not necessarily interfere with expectations. If you are interfere with expectations. If you are fighting a wizard's apprentice, then fighting a wizard's apprentice, then you can be surprised to find the you can be surprised to find the wizard showing up and saving him, wizard showing up and saving him, although this would not be although this would not be unexpected. unexpected.

However, entering an industrial However, entering an industrial building but failing to find any building but failing to find any industrial equipment would lead to industrial equipment would lead to confusion. confusion.

Worse, failure to follow through on a Worse, failure to follow through on a blatant expectation will leave the blatant expectation will leave the player feeling cheated or scammed. player feeling cheated or scammed.

If it happens enough times, you will If it happens enough times, you will lose the player.lose the player.

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15. 15. Balance the Difficulty for Balance the Difficulty for the Median Skill Levelthe Median Skill Level The saying goes "you can't please The saying goes "you can't please

everybody". everybody". That is definitely true in games. That is definitely true in games. Therefore you must have a target Therefore you must have a target

skill level that you design to, but you skill level that you design to, but you cannot abandon those who might cannot abandon those who might have greater or less skill than the have greater or less skill than the average. average.

Many games simply let the player set Many games simply let the player set the skill level. the skill level.

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Actions, expected response times, Actions, expected response times, number of enemies present at one number of enemies present at one time, and value of booty can all be time, and value of booty can all be adjusted depending upon which skill adjusted depending upon which skill level the player selects. level the player selects.

There are some games that even There are some games that even adjust the gameplay dynamically adjust the gameplay dynamically according to how the player is doing. according to how the player is doing.

Such schemes are difficult to Such schemes are difficult to implement, but not impossible. implement, but not impossible.

Setting the median skill level is Setting the median skill level is normally done through extensive normally done through extensive testing. testing.

If your system is flexible enough, you If your system is flexible enough, you can adjust the parameters that affect can adjust the parameters that affect skill level after most of the level is skill level after most of the level is designed.designed.

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16. 16. Know the Player's Bag Know the Player's Bag of Tricksof Tricks Each player has his own bag of Each player has his own bag of

tricks – strategies and tactics for tricks – strategies and tactics for solving puzzles or challenges that solving puzzles or challenges that are presented to him. are presented to him.

This includes battle tactics, scouting This includes battle tactics, scouting methods, preferred armament, methods, preferred armament, choice of allied forces, choice of choice of allied forces, choice of targets, construction strategies, and targets, construction strategies, and so on. so on.

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When designing a level, you can When designing a level, you can assume that the player will use some assume that the player will use some of the tricks from his bag to beat your of the tricks from his bag to beat your level. level.

However, look at the earlier levels in However, look at the earlier levels in your game and see if players have your game and see if players have been been taughttaught the trick yet. the trick yet.

If they have, feel free to use it, but be If they have, feel free to use it, but be careful not to rely on an overused careful not to rely on an overused trick, as it makes your level boring. trick, as it makes your level boring.

If players have not been taught the If players have not been taught the trick yet, then be careful not to base trick yet, then be careful not to base your level’s solution on its use.your level’s solution on its use.

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17. 17. Learn What Players May Learn What Players May Bring Into the FrayBring Into the Fray You will be designing each level with You will be designing each level with

some expectation of the player's skill some expectation of the player's skill at that moment. at that moment.

There will be assumptions on the There will be assumptions on the player's strength characteristics, player's strength characteristics, weaponry and tactics used to get as weaponry and tactics used to get as far as they have. far as they have.

The level should be designed in The level should be designed in accordance with those expectations. accordance with those expectations.

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Your Game Design Document Your Game Design Document should include an Asset should include an Asset Revelation Schedule that acts Revelation Schedule that acts as a guide for this. as a guide for this.

You do not want to construct You do not want to construct your level to be too easy or too your level to be too easy or too hard for the player's acquired hard for the player's acquired skills. skills.

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18. 18. Be the AdversaryBe the Adversary

Look at the level through the Look at the level through the eyes of the enemy. eyes of the enemy.

Remember that even though Remember that even though you are creating a puzzle that you are creating a puzzle that must have a solution, you need must have a solution, you need to throw in many obstacles and to throw in many obstacles and challenges that draw them challenges that draw them deeper into the game. deeper into the game.

Think from the perspective of Think from the perspective of the thwarting force in designing the thwarting force in designing your challenges your challenges

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19. 19. Play and TestPlay and Test

The only way to know that you have The only way to know that you have it right is to play and test the game to it right is to play and test the game to death. death.

You should test during level design You should test during level design as well as after so you can make as well as after so you can make adjustments before they become too adjustments before they become too difficult to make. difficult to make.

Although your company will be hiring Although your company will be hiring testers, don't wait for them to find testers, don't wait for them to find your bugs and obvious flaws. your bugs and obvious flaws.

It is always interesting to watch as It is always interesting to watch as others play your level. others play your level.

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Gauge not only their reactions, but Gauge not only their reactions, but examine what decisions they make. examine what decisions they make.

Consider carefully why they might Consider carefully why they might not have chosen a particular action not have chosen a particular action when you thought it was obvious. when you thought it was obvious.

See if there are tendencies or biases See if there are tendencies or biases towards always playing the level a towards always playing the level a certain way. certain way.

Never get upset if a tester does not Never get upset if a tester does not play the game the way you intended.play the game the way you intended.

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If one tester is doing this, then If one tester is doing this, then players who buy the game will players who buy the game will do it as well. do it as well.

Rather, examine the reasons Rather, examine the reasons and make changes if necessary. and make changes if necessary.

A good tester is one who will A good tester is one who will help you in this process, and help you in this process, and can make good suggestions. can make good suggestions.

One more note, use as many One more note, use as many testers as possible. testers as possible.

You will be surprised at just how You will be surprised at just how much variation in gameplay much variation in gameplay there really is.there really is.

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20. 20. Take Time to Make it Take Time to Make it BetterBetter You will be constrained by schedule You will be constrained by schedule

limitations, but do your best to put as much limitations, but do your best to put as much effort as possible into your levels. effort as possible into your levels.

Try different things, save copies of different Try different things, save copies of different experiments and distribute them around if experiments and distribute them around if you can for comments. you can for comments.

Level design is not something you can do Level design is not something you can do in a whimsical way. in a whimsical way.

It requires thoughtful, hard work, and it's It requires thoughtful, hard work, and it's your job to provide the ultimate experience your job to provide the ultimate experience for the player.for the player.