Story: Theme Setting Characters Plot Narration Story != plot Narrative The end experience in the player What is holding us back here The basic problem is that every game has a sort of box This sort of box is what the player should sort of understand Blackbox approach When you do something you don't do it for the emotional part you do it for the mechanical part So the mechanical game should fit the emotional feel you are trying to get across Neurology The brain just mold and shapes what ever is appraise Our virtue selves being inside of this virtue world. Our self is based on feedback It is possible to manipulate When something is challenging it hinders our emotional to fully blossom Axiom 1 Interaction is to create presence We are playing a virtue representation of the game inside of our heads Axiom 2 Keep systems simple rely on imagination Story interaction merge = narrativ...
Good level design
Players should be presented with concurring design that can be done in any order
Good level design constantly teaches the player something new
Theory of fun
The human mind enjoys processing patterns
If this pattern (...?) always ends to soon this ends and enjoyment ends
Learn to play -- to challenge -- to surprise (cycle)
Good level design is surprising
Key it fresh by not following in a routine
Fun is actually created through uncertainty and constantly putting the player create into (I am not sure how is point ended)
Disrupt paradigms
Take risks if you want to stand out
You grey box it test it as soon as possible
Good level design empowers the player
"You should dream no small dreams because they have no power to move the hearts of men."
Good level design is easy medium and hard
Risk vs reward
Easys paths medium paths and hard paths
The payers can pick their own difficult dynamically (burnout)
By this it means in burnout there are different paths that be player can get
They might slow down your time
But they give you cool power ups and awesome points from the jumps that help
Vs the easy paths that don't really do anything but take your though the problem
With this idea what I can remember the speaker talking about was how different paths can increase the idea of risk vs reward so a hard path would have a higher reward while the straight and not so narrow path will not give much
Good lvl design is efficient
Modular design is your friend
Good lvl Creates emotion
Architectural theory
Starting point should be the start with the emotion and work from there
"The books let you imagine extraordinary things
Movies let you see extraordinary things
Games let you do extraordinary things."
Recap
Good level design:
Is fun navigate
Des not rely in words to tell a story
Tells what to do but not how to do it
Constantly teaches the player something new
Is surprising
Empowers the player
Is easy medium and hard
Is efficient
Creates emotion
Is driven by the games mechanics
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