I did post it previously on the Epic Games Forum, but I would like to get more feedbacks about it, because it is part of a Formation I'm writing since a few months about Game Level Design.
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Level Design
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To make fun maps is far deeper and more complex than most of us (I mean everyone) may think. It's all about taking advantage of the Core Gameplay Mechanics by creating maps that make them shine. The meaning of "taking advantage of the core gameplay mechanics" can be translated into "Make your maps as fun as it is humanly possible".
I'm not going to tell you "Level Design is this or that", but I rather suggest you to see Level Design from the following perspective and you won't find that anywhere else on the web unless you can connect dots; if you can understand what makes music, films, food or literature so great and apply all that to Video Games. There is no exception, they are all ruled by the same principles, life principles. It's just the same mechanics using different contexts.
So... to make a map fun, you must first understand what creates FUN; "Where does FUN come from?"
The answer comes from everything; psychology, sociology, memories, personal preferences and so much more. Each day you wake up and acts the way you prefer, the way you choose to do it... the way you love it; the way you accept to do it. Even if it is a bad day, your actions are all based on what you prefer to do. Life is a big experience divided by infinite sub-experiences. Life is ruled by natural Laws known for a long time, too bad most of us never really paid more attention to it, but there is one rule called the Law of Correspondence. If it sounds chinese; "A video game is an experience just like LIFE, but reduced in scale."
Basically, the only thing you should know is: a video game is an Experience. Now, how do we create a FUN experience? As I mentionned earlier, it is important to understand the Principle of Acceptance. A Player or a person can Accept ( positive - love - yes) or decline (negative - hate - no) an experience or a sub-experience. If Life is nothing but an Experience divided by sub-experiences, a video game is nothing but an Interactive Gameplay Sequence (core gameplay mechanics, music, sounds, story and everything else) divided by sub-gameplay sequences.
The Way we live an Experience follows a very specific structure or process to accept step by step everything we encounter. It indicates if you want "yes or no" to pass to the next step: The 7 Principles of Engagement.
The Challenge
It is nothing but the main goal. We didn't see or play it yet, but it needs to be created. Does it sounds fun?
If the player answers:
The Context
It is the presentation, the originality, the visuals, the image composition, how to orient a player through an entire level, the colors, the shapes and much more. How does that place look like? Can the players easily spot and Call to his partners all the specific locations? Does it take advantage of Communications (using a mic)?
A lot of FPS are using a similar Gunplay, but shooting Soldiers on foot is totally different than shooting Aliens from the top of a moving vehicle.
The Context is just the Presentation, so it may fake a Difficulty Level. By example, you may see 50 enemies jumping out from a building. It looks scary, but in reality... they are just really easy to take out, the the visual should never discourage a Player or distract him from the Experience.
If the player answers:
The Action
It is the gameplay itself. How do you defeat the final boss? What must you do to solve this puzzle? How many repetitive jumps must you perform before you finally reach the top of the building to collect "X" Special Item. How difficult the Gameplay Sequence really is?
If the player answers:
The Heart
What kind of feeling do you want your player to experience during your Gameplay Sequences? Fear, Stress, Surprise, Rage against a character... name them!! A player must be deeply involved in his action and he needs to feel it!! Feed him!
If the player answers:
The Results/ The Goodies
Cause and Effects, for his action, the player should be rewarded because he lost Health, Ammo and much more. You need something interesting enough to keep him continue.
If the player answers:
The Perspective/ The Intensity/ The Time
Time.. time time time.... Yes, time is important. Time gives the intensity, time comes from changes, changes through actions. Once the player did get his Result, his "goodies" or his "little reward", only at that specific moment he will be able to perceive the TIME. Once he can perceive the time, the player can now get an idea of the Intensity, but he does only evaluate the Intensity of an experience by comparing it to his past Experiences. Time is also important, because it also give the Progression Curve.
If the player answers:
The Realization, the True Reward
Call it the realization, call it the memory storage (DNA), call it the True Reward... what ever it is, it is the final step. The Greater each step is, the greater the Ultimate Fun will be at the Realization. The player can now close the bubble (experience) and put it among many others giving birth to a Global Experience. You may realize all the impact you can have by making something playable for all if everything can be experienced and registered in the human memory (or DNA)... it is a huge responsability.
The following principles of engagement are very similar to "how our human body works".
Because the player does have a memory, he doesn't evaluate a Game exclusively on what it is, but he constantly evaluate it based on all his past experiences. In other terms, if you want to be creative, you first have to know what has already been created. That's why it is better to play a lot of games. Another aspect of the 7 Principles of Engagement is to make sure that the Level Designer remains invisible to the eye of the Players. If the Player feels the presence of a Level Designer behind the map, the immersion breaks up. By example; that is mostly applied for Game Balance. When a Game Balance feels perfect, the player will never stop and ask himself.. "Why the hell this weapon is completely overpower? It's really frustrating!!". The Player stopped... got out of the game and thought it was bad... someone didn't do his job and the player had a bad experience.
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Why is that important to properly understand the Experience?
Because from that emerges all the Level Design Curves:
In other terms, knowing all that gives you the Perfect Template you need to build your maps. What will the player do? For sure if you go deeper, you will need to find exactly "how must I use colors" or "how must I orient a player in a level" and such details. You may find everything you need by searching for Psychology (how do we react to image composition, colors and everything else of that sort).
Note:
When it comes down to Sociology, it is to understand who is your best Public Target. If you want to make a Popular Mod for UT3, you better know what the players are searching for, because even if you create the best Myst-like game... if nobody is interested... it will be an EPIC FAIL.
-----------------------
Level Design
-----------------------
To make fun maps is far deeper and more complex than most of us (I mean everyone) may think. It's all about taking advantage of the Core Gameplay Mechanics by creating maps that make them shine. The meaning of "taking advantage of the core gameplay mechanics" can be translated into "Make your maps as fun as it is humanly possible".
I'm not going to tell you "Level Design is this or that", but I rather suggest you to see Level Design from the following perspective and you won't find that anywhere else on the web unless you can connect dots; if you can understand what makes music, films, food or literature so great and apply all that to Video Games. There is no exception, they are all ruled by the same principles, life principles. It's just the same mechanics using different contexts.
So... to make a map fun, you must first understand what creates FUN; "Where does FUN come from?"
The answer comes from everything; psychology, sociology, memories, personal preferences and so much more. Each day you wake up and acts the way you prefer, the way you choose to do it... the way you love it; the way you accept to do it. Even if it is a bad day, your actions are all based on what you prefer to do. Life is a big experience divided by infinite sub-experiences. Life is ruled by natural Laws known for a long time, too bad most of us never really paid more attention to it, but there is one rule called the Law of Correspondence. If it sounds chinese; "A video game is an experience just like LIFE, but reduced in scale."
Basically, the only thing you should know is: a video game is an Experience. Now, how do we create a FUN experience? As I mentionned earlier, it is important to understand the Principle of Acceptance. A Player or a person can Accept ( positive - love - yes) or decline (negative - hate - no) an experience or a sub-experience. If Life is nothing but an Experience divided by sub-experiences, a video game is nothing but an Interactive Gameplay Sequence (core gameplay mechanics, music, sounds, story and everything else) divided by sub-gameplay sequences.
The Way we live an Experience follows a very specific structure or process to accept step by step everything we encounter. It indicates if you want "yes or no" to pass to the next step: The 7 Principles of Engagement.
The Challenge
It is nothing but the main goal. We didn't see or play it yet, but it needs to be created. Does it sounds fun?
If the player answers:
- YES - The player will pass to the next step
- NO - The player will find the goal dumb; he will not buy the game to start a level.
The Context
It is the presentation, the originality, the visuals, the image composition, how to orient a player through an entire level, the colors, the shapes and much more. How does that place look like? Can the players easily spot and Call to his partners all the specific locations? Does it take advantage of Communications (using a mic)?
A lot of FPS are using a similar Gunplay, but shooting Soldiers on foot is totally different than shooting Aliens from the top of a moving vehicle.
The Context is just the Presentation, so it may fake a Difficulty Level. By example, you may see 50 enemies jumping out from a building. It looks scary, but in reality... they are just really easy to take out, the the visual should never discourage a Player or distract him from the Experience.
If the player answers:
- YES - The player will pass to the next step
- NO - The player will think that the game looks like crap or remember that he did the exact same fight one hundred times before. He will shut down his platform.
The Action
It is the gameplay itself. How do you defeat the final boss? What must you do to solve this puzzle? How many repetitive jumps must you perform before you finally reach the top of the building to collect "X" Special Item. How difficult the Gameplay Sequence really is?
If the player answers:
- YES - The player will pass to the next step
- NO - The player may feel frustrated because it is too difficult, He may feel bored, because the gameplay is way too repetitive or just because any other FPS on the market does offer the same experience.
The Heart
What kind of feeling do you want your player to experience during your Gameplay Sequences? Fear, Stress, Surprise, Rage against a character... name them!! A player must be deeply involved in his action and he needs to feel it!! Feed him!
If the player answers:
- YES - The player will pass to the next step
- NO - The player may never find what is so unique and deep about your map. He may instead throw your game to the garbage.
The Results/ The Goodies
Cause and Effects, for his action, the player should be rewarded because he lost Health, Ammo and much more. You need something interesting enough to keep him continue.
If the player answers:
- YES - The player will pass to the next step
- NO - The player may never find his actions justified enough to keep playing your game. You are wasting his time.
The Perspective/ The Intensity/ The Time
Time.. time time time.... Yes, time is important. Time gives the intensity, time comes from changes, changes through actions. Once the player did get his Result, his "goodies" or his "little reward", only at that specific moment he will be able to perceive the TIME. Once he can perceive the time, the player can now get an idea of the Intensity, but he does only evaluate the Intensity of an experience by comparing it to his past Experiences. Time is also important, because it also give the Progression Curve.
If the player answers:
- YES - The player will pass to the next step
- NO - If it wasn't intense enough, the player will probably just forget your game.
The Realization, the True Reward
Call it the realization, call it the memory storage (DNA), call it the True Reward... what ever it is, it is the final step. The Greater each step is, the greater the Ultimate Fun will be at the Realization. The player can now close the bubble (experience) and put it among many others giving birth to a Global Experience. You may realize all the impact you can have by making something playable for all if everything can be experienced and registered in the human memory (or DNA)... it is a huge responsability.
The following principles of engagement are very similar to "how our human body works".
Because the player does have a memory, he doesn't evaluate a Game exclusively on what it is, but he constantly evaluate it based on all his past experiences. In other terms, if you want to be creative, you first have to know what has already been created. That's why it is better to play a lot of games. Another aspect of the 7 Principles of Engagement is to make sure that the Level Designer remains invisible to the eye of the Players. If the Player feels the presence of a Level Designer behind the map, the immersion breaks up. By example; that is mostly applied for Game Balance. When a Game Balance feels perfect, the player will never stop and ask himself.. "Why the hell this weapon is completely overpower? It's really frustrating!!". The Player stopped... got out of the game and thought it was bad... someone didn't do his job and the player had a bad experience.
------------------------
Why is that important to properly understand the Experience?
Because from that emerges all the Level Design Curves:
- Visual Variation Curve
- Gameplay Variation Curve
- Emotions
- Difficulty Curve
- Progression Curve (enemies, collectible, pickups, abilities and much more)
- And all the others including Geometry Flow, Gameflow and so on
In other terms, knowing all that gives you the Perfect Template you need to build your maps. What will the player do? For sure if you go deeper, you will need to find exactly "how must I use colors" or "how must I orient a player in a level" and such details. You may find everything you need by searching for Psychology (how do we react to image composition, colors and everything else of that sort).
Note:
When it comes down to Sociology, it is to understand who is your best Public Target. If you want to make a Popular Mod for UT3, you better know what the players are searching for, because even if you create the best Myst-like game... if nobody is interested... it will be an EPIC FAIL.
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