25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>Building</strong> <strong>Game</strong> Worlds<br />

94<br />

U L T I M A T E G A M E D E S I G N<br />

TYPES OF ITEMS/POWER-UPS<br />

AND PLACEMENT<br />

The items/power-ups category includes several other elements present in most <strong>game</strong>s,<br />

such as the following:<br />

� Health or life energy pickups<br />

� Weapons upgrades<br />

� Weapons ammunition<br />

� Save points<br />

� Collectibles (for example, rings or stars)<br />

� Special items (for example, a telecommunications device)<br />

� Specific ability power-ups (for example, ability-specific increases like<br />

shooting distances)<br />

� Special powers energy (for example, mana for spell casting)<br />

� Special move pickups (for example, pickups that enable a character to<br />

perform unique actions)<br />

How are these items placed? Normally, the planned placement for these objects is<br />

described in your topographic map’s legend details and design document. You place<br />

these items based on how you see enemy conflict and support for your hero character(s)<br />

working in the map. For the most part, these items support and challenge the<br />

player. Sometimes the planned placement ends up working quite well, whereas others<br />

times it misses the mark completely.<br />

Finding the right item placement is largely a matter of making many refinement<br />

passes on your map. It’s a matter of feeling. Common sense is the starting point. If<br />

you have areas of high conflict, you’ll want health or life energy pickups nearby. You<br />

may also want to help the player face difficult enemies with a local weapons upgrade<br />

and enough ammo to be satisfying. Build some “discovery” into your map with hidden<br />

treasure troves. Make the player earn special items and special power-ups. The<br />

player gets little sense of accomplishment if the special item is sitting on the floor in<br />

front of them. Make it a challenge to get and keep these items, but don’t make it an insurmountable<br />

challenge.<br />

It sounds obvious, but make collectibles “alive” and meaningful in the world, and<br />

make sure they are hooked into the <strong>game</strong>. Nobody really wants to pick up mindless<br />

objects that have little or no perceived effect on your powers in the <strong>game</strong>. Items have<br />

to count for something.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!