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geocities main
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Index
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Vic-20
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DOS
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X11/Unix
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RiscPC
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Ideas
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e-mail me
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Introduction
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Theory
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Guidelines
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Analysis
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Guidelines
Last updated: 12 may 1999
Difficulty level
The difficulty level should be adaptable to the player's skill. It is very
frustrating if you have to play a game at a level that's too easy. However,
especially for games with new concepts, there should be a couple of very easy
levels. It's best to let the player select at any difficulty s/he chooses.
Scores and highscores
Keeping a score is important. A score is not just something to brag about, but
is also a metric that can be used to monitor cognitive performance and
long-term progress. Having at least one highscore is useful as a reminder
during the current playing session. Having a table of highscores or latest
scores that is saved on disk is useful for monitoring long-term progress.
Levels vs no levels
Levels will be defined here as relatively static configurations of
the playing area that influence the game concept, such as platforms, rooms,
mazes, and initial monster locations. Nowadays, games have many complex
levels, which take a lot of time to design. In fact, one might even say that
level design has largely replaced game design. There have been several games
that use the same engine, but only have different levels. Also, new levelsets
for specific games are often released to prolong their replayability. In
contrast, early games have little in the way of levels.
Levels have a strong sightseeing element: seeing the next level is a
motivation factor for playing a game. However, there is also a dark side to
this aspect: familiar levels have little sightseeing value, and, when
sightseeing was the primary motivation, they might be experienced as extra
boring. For example, in some older games, I found it rather off-putting
having to play all levels again in a fixed sequence. Playing them in random
order would have been much better. In modern games, this has in part been
remedied by the popular `save game' feature. If you have many large levels,
having a level skip or save game is a necessity.
A related problem of levels is that they dictate the flow of the game: the
more constraining the level, the more linear the gameplay will become. For
example, in order to go to a specific room, you might have to kill specific
monsters and get a specific key. In some cases, the most difficult spots of
games (such as bosses) require very specific sequences of actions to navigate.
The necessity to repeat such spots over and over might turn gameplay into a
drag. I noticed that many people are talking about `non-linear' gameplay as a
hot item: apparently, gameplay in current games is too linear. The solutions
proposed are often very complex, and few succesful implementations of such
solutions exist. It seems to me that the current inclination to design levels
to such a high level of detail is simply shooting yourself in the foot as far
as nonlinearity is concerned.
Perhaps a better option is to specify levels only up to a certain point, and
fill in everything else by means of random generation, or even simply
not to have levels.
Special effects
Special effects are representation features that do not influence the
game concept. They are meant to enhance sightseeing experience, and are
present in almost any game, including older games. Nowadays, a lot of effort
goes into special effects. In fact, perhaps it is one of the main factors that
made the design of many current games such a long and laborious process. In
particular, detailed 3D object and scene rendering and graphics in general
take a lot of effort. In older games, special effects were achieved in a much
more efficient way. The most-often used effect is simply changing the
background colour in each level. Extremely easy, and, if you choose some nice
colours, very effective. Other well-used effects are: changing the shape of
goodies or baddies (Squish'em, Fast Eddie, Pac-man), and various motion
effects, such as 2-D or 3-D starfields, and moving 2-D or 3-D surfaces (Grid
Runner, Juno 1st, P.O.D.). A personal favourite is colour cycling.
Since veteran players or players that are involved in hectic action don't
spend much time doing detailed sightseeing, the old techniques may be as
effective as the modern ones, and a whole lot easier, so you can
spend more time on more relevant aspects of game design. If you wish the
player to experience 3D motion, perhaps a starfield will do the trick. If you
wish a variety of scenery, perhaps all you need to do is change a palette
colour.
Also remember that, if you wish to suggest a high degree of realism, you have
to go all the way, otherwise the experience is unconvincing. For example, if
you use some photo-realistic bitmapped graphics, all graphics must be made
photo-realistic, otherwise the other graphics look out of place. Worse, the
graphics must be good, which requires the skills of a graphical artist,
otherwise they are little improvement over simplistic graphics. If you choose
to use only low-resolution graphics instead, you can somehow get away with it,
and you don't need to be a graphical artist either.
2D vs 3D
It seems everyone is hyping first-person 3D. It appears that most games that
are released today are 3D games. In reality however, even the games that
sell best are mostly 2D games.
Further reading:
Still, many people are jumping on the 3D bandwagon, while apparently they do
not always realise what repercussions the use of a first-person 3D
representation has on gameplay. In first-person perspective, you cannot see
behind you, and you cannot obtain a clear view of the overall structure of
your surroundings. This means that maintaining a view of your surroundings has
become part of the game's tasks. For example, would one be able to survive
level 32 of Robotron if one is only given a first-person 3D perspective?