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Ultimate Game Design : Building game worlds

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<strong>game</strong>play foil. (A “hard” rule is one for which no exceptions exist, such as “Avoid<br />

frustrating your player!”) When it comes to environmental design, the softer rules often<br />

give way to solid testing feedback, player comments about what works and what<br />

doesn’t. We’ll learn all about this process in Chapter 7. It’s up to you and your team<br />

to figure out why something works or doesn’t work. Testing feedback is the single<br />

most important measure of whether you’ve succeeded or failed at building a great<br />

venue for play.<br />

If you create a stock point or power-up point (a space with a variety of power-ups<br />

like health or ammunition available together) in a dead-end area, the player may<br />

have to risk much to get at it because the corridors leading to the dead-end area may<br />

have high traffic—plenty of enemies stalking the player. This suggests that having<br />

multiple entry and exit points is a good thing. If certain areas have only one way in<br />

and one way out (see Figure 1-2), it becomes pretty obvious where a player might<br />

take their first step toward their own undoing. It’s generally better to have multiple<br />

entry and exit points so that players can flee a situation easily, and so that their arrival/departure<br />

point is not so easily predicted (see Figure 1-3).<br />

FIGURE 1-2<br />

Player caught in a bottleneck<br />

C H A P T E R 1<br />

7<br />

Previsualization

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