Friday, December 12, 2014

Orientation

A game is about having fun playing with the rules and given constraints to reach a goal.
How can you have fun if you find yourself lost ? You won't play with the game, you'll endure it.

WHERE'S MY GOAL
As much as possible, the player should see the goal (or the next mission step) from where he stands.
Not that I don't like UI markers, but it's always better if you can make it feel natural and transparent in Level Design.

  • Make the goal stand out>> i.e. a distant tower, smoke raising in the sky, or any visible landmark that stands out.
  • Make the goal close and visible...
    but the gameplay to reach it is long : chasm to cross, defence system to first neutralize, or any logical key you need to reach it.
    i.e. the precious crown jewel stands right in front of you, but it's protected by a glass dome, an alarm, guards and I first need to unlock doors on my escape path.
    Note : you can use this to create interesting twists. i.e. "I was about to free the prisoners when a patrol came in. Now I need to get rid of guards and shut down the alarm system."
You get the idea : for a player, seeing the objective builds up motivation. "I'm almost there..."
That's definitely something you want ;)


HOW DO I REACH IT
It always helps if you can build a progression logic to drive the player.
The idea is to link progression toward the objective with some recurring and obvious element in your level setup.

i.e. If the goal is to sabotage drain pumps deep in the sewers network "going down" could be the progression logic element.
The player will naturally realize that the deeper he goes, the close he gets from his goal.

You can do this with any progressive visible (or audible) element like light / darkness, fog, etc. that the player can easily associate with his current goal and measure in terms of progression. (I'm getting closer!)


WHERE AM I ?
Nothing worse than ending a fight, and wondering where to go next.
So here is a list of things you can use for orientation and how well they work followed by things you should avoid and how badly they affect orientation.

The Good +++
  • ++++++ Slopes and steps (a way up, and down) : often forgotten, but super powerful. Works everywhere (even in a tube!)
  • +++++ Visible Landmarks : Obvious, natural, efficient. Use it :)
  • +++ Lighting : if you have a nice sunset (or any directional light setup) it will help.
  • +++ Foreseeable Path : It's about putting visual clues allowing the player to guess what comes further down the path . i.e. I see some ice on this entrance, it's going to the cold side, I see some fish nets hanging in the street, it's leading to the docks, etc)
  • +++ Bright / Animated highlights : use light and animated visual to drive the player attention to things you want him so see (exit to the next section, objective, etc.)
  • ++ Color codes : they usually tend to be abstract and blend into the scenery. It night be clear for you, but not for the player.
  • + Signs : it costs to read it (not pleasant), and usually, player don't pay attention to it.
The Bad ---
  • ----- Symmetry : It's especially true if the dressing is the same all around (i.e. Big room)
  • ---- Twists and turns (especially when in narrow passages). I know, visibility and streaming sometimes needs it, but it hurts ^^
  • --- Illogical layout setups that defy common sense / knowledge

All those orientation problem are especially important in Open Levels and Multiplayer maps.

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