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Ultimate Game Design : Building game worlds

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

12<br />

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

In fact, you can see the symmetry when you start with an overhead map or topographic<br />

map as the basis for your level layout. It’s part of what you’re trying to work<br />

out on paper. When you’re running around your favorite levels, stop and take a moment<br />

to consider symmetry. Are you even aware of it? It’s actually best if you’re not<br />

aware of it as a player. In that case, symmetry is working its magic. As a designer,<br />

though, you’re looking for patterns like symmetry. You’re looking for patterns that<br />

help drive the play.<br />

Interior to Exterior<br />

Interior to Exterior transitions are an important expression of function. Many popular<br />

titles use environmental features that segue between interior and exterior environments.<br />

Interior to exterior transition spaces should be planned for and, again, a logic<br />

check should be made to insure that these transitions make sense by viewing the<br />

larger picture of an overall level layout. Interiors that change rapidly to unrelated exteriors<br />

on a room-to-room basis usually don’t keep a player believing that they are<br />

“within” a certain environmental setting for very long. If a player makes two close<br />

exits from an interior to two unrelated exterior scenes (for example, from a prison<br />

row exit to a jungle exterior through one door, and through another immediate door<br />

into a desert setting), it may look cool, but it doesn’t support keeping a player’s belief<br />

state suspended. We’re always striving to provide a player with a “continuous” feeling<br />

or belief that they are where we’ve put them. A prison camp in the desert is a good<br />

example. If you want both jungle and desert simultaneously, you need to think about<br />

transition for the player.<br />

Reinforcing Mood<br />

<strong>Building</strong> mood supports and details your <strong>game</strong>play function ideas. The<br />

previsualization sequence should attempt to “ask and answer” questions about how<br />

a <strong>game</strong> will transfer mood to the player. Early concept drawings should deliver notes<br />

and sketches that help define the mood. How will audio and visuals come together to<br />

transfer mood? If you’re building a fantasy fighter based on a cartoon world, how<br />

will you transfer mood? Location sets mood.<br />

You want the mood to mirror the experience you’re trying to transfer. Sports <strong>game</strong>s<br />

or first-person shooters offer fast and frantic action, but the mood is reinforced by immersion<br />

via visual and auditory cues. Relatively small touches can transfer plenty of<br />

mood. For example, hearing an in-stadium broadcast announcer that sounds like a<br />

true in-stadium announcer, such as you would hear while playing in a football stadium,<br />

does much to transfer mood. Audio should never be neglected in <strong>game</strong> design,<br />

although historically it has been. Our understanding of mood is greatly enhanced or diminished<br />

by the presence or absence of audio cues. Audio is fundamental to creating<br />

and supporting mood. Audio is fundamental to designing a <strong>game</strong> world.

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