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.

Room Flow<br />

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

Room flow is important because it gives shape to your <strong>game</strong> play function ideas.<br />

Many current <strong>game</strong>s depend on room-to-room interiors as environments for play.<br />

For example, first- and third-person shooters are routinely set within building interior<br />

components. At the high concept level, rooms must connect in some fashion,<br />

such as through direct or implied hallways. An “implied” pathway (such as a wellworn<br />

dirt path would be an obvious example, a logical connection in level areas from<br />

front to back or top to bottom might be another less obvious example) is generally<br />

very helpful for the player in navigating your level, if a path isn’t obvious. Different<br />

room types and room scales (such as the size of a room compared to the size of your<br />

character or vehicle) are connected through implied pathways. For example, you<br />

might be exploring a “prison cell” section of a level, which connects with a subterranean<br />

command center, which in turn connects with a tunnel system that connects<br />

with a vehicle hangar.<br />

Room interiors vary in function, mood, scale, purpose, and many other particulars.<br />

So, then, how are the rooms put together into a cohesive level? Previsualization<br />

for room flow often requires a look at two critical areas: logic and symmetry.<br />

When considering the logic of your room layouts during previsualization, you<br />

need to ask some basic questions: Is there a logical connection between rooms? How<br />

will basic room flow work as a transition from one playing space to another? What<br />

kinds of play and primary action elements do you expect these rooms to contain?<br />

<strong>Game</strong>play direction should always influence and shape environmental design<br />

choices. If you’re going to be using long-range projectile weapons, you probably<br />

don’t want short or cramped spaces. Room spaces can even be used to prompt certain<br />

responses from players; for example, the lay-out logic of a room space may suggest to<br />

players that it would be a good area to search, that it would be a potential high-conflict<br />

area, or that it would be a great cover and resupply area.<br />

Physical symmetry is probably most important for team-based <strong>game</strong>s like capture<br />

the flag (CTF) and others. When you’re invading another team’s area to capture<br />

something and bring it back home, the distance your team must cover should be the<br />

same as the distance the other team must cover; otherwise, you have an immediate<br />

imbalance. Yet, even for two player co-op or single play maps, those that offer some<br />

kind of physical symmetry are often less confusing, easier to navigate, and generally<br />

more enjoyable than those that feature no symmetry at all. Maps or levels with an unending<br />

series of connected rooms laid out in a serial chain, one after the other,<br />

quickly lose their sense of “place.” It becomes hard to tell where you are as a player in<br />

relation to anything else in the level. On the other hand, levels that have a direct or<br />

implied symmetry in their layout provide the player with valuable visual reference<br />

points (for example, the tower is at the center ring). Symmetric levels seem to “feel”<br />

better and make traversal (running around) easier than levels that offer little or no direct<br />

symmetry at all.<br />

11<br />

Previsualization

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

Saved successfully!

Ooh no, something went wrong!