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Ultimate Game Design : Building game worlds

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C H A P T E R 2<br />

� Overuse of switch systems Don’t use too many switches. Nobody wants to<br />

switch doors open every other hallway. Also, don’t make switch puzzles too<br />

tricky and trap your player. I’ll just stop playing your level.<br />

� No surprises Where is my chance to discover something? Don’t make<br />

everything too obvious. I’d like to find hidden areas and untold secrets. I<br />

want to explore this world you’ve put me in. Give me some humor elements.<br />

Let me in on a level secret not known to others.<br />

� No payoff point After I work hard at defeating your enemies and traps,<br />

what do I get? I want a satisfying reward. Give me mini-visual payoffs, too.<br />

When I work my way into new areas, I want a visual payoff point, at a<br />

minimum. Seed the level with visual payoff points. Identify areas where<br />

you seek to visually dazzle the player as a reward for progress.<br />

� Get me stuck You’re not “giving it away” or “helping me” if I can successfully<br />

navigate your level. Test me with your enemy pacing, simple solution finding,<br />

and enemy challenges. Don’t test my sense of direction. I don’t have one. Use<br />

props and texture markers (“I remember this blue floor!”) to help tell me<br />

where I am in your level. Build a simple location finder into your interface.<br />

Do both and I’ll finish your <strong>game</strong>. Do neither and forget it.<br />

� No purpose or too much purpose Try not to leave me feeling disconnected<br />

from what I’m here to do in your <strong>game</strong> world. Help me to know what I’m<br />

after, but don’t make it stale. On the other hand, once I know, don’t bother<br />

me about it! Don’t have an NPC or narrator keep popping up to remind me<br />

that I haven’t found what I’m looking for yet.<br />

� Guide my every move Use NPCs wisely. Don’t tell me what to do, when to<br />

do it, and how to do it from moment to moment. Try not to force me to do<br />

things. This is not the experience I’m seeking in buying your <strong>game</strong>. Teach<br />

me, but don’t force me.<br />

L EVEL STUBBING WALK-THROUGH<br />

With prefab, modularity, asset breakdowns (our list of required environmental features,<br />

props, textures, and scripted events—like the cathedral example), and grid issues<br />

resolved, we can begin to build up our levels. Keep in mind that <strong>game</strong> developers<br />

use many different software tools to accomplish level construction and world building.<br />

For purposes of demonstration, this section shows you one of the most popular ways.<br />

In this phase, we start to translate our topographic maps into early level geometry or<br />

level meshes. In this context, geometry and mesh simply refer to the wireframe polygonal<br />

model of environmental features, like room definitions or spaces, arches, stairs, and<br />

so forth. Figure 2-3 shows a basic wireframe view.<br />

31<br />

Level Planning and <strong>Building</strong>

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