Concepts

Philosophies

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  • Fun to navigate.

  • Don't rely on words / Tells what, but not how.

    • Let the player fill the gaps with creativity and exploration.

    • Give choices to the player, letting them explore and be creative.

    • Be creative in ways to tell the narrative. Don't give walls of text to be read.

  • Constantly Teaches / Is Surprising.

    • Example from Zelda, which turns the game into a huge tutorial: a new mechanic is introduced, many ways to use it are taught, then it is tested in a "boss"; sometimes after the boss the mechanic returns and surprises the player with another use that wasn't explored.

    • Creative re-use of mechanics.

    • Beware of being predictable. Disturb expectations.

  • Deliver the fantasy.

    • Adapt challenges based on atmosphere and the game's pitch. For example, make challenges easier when they conflict with narrative or the game's focus.

    • Let the fantasy and emotion guide you, then design the level.

  • Is efficient.

    • In short, rely on reusing content without making it feel repetitive.

    • Modular design, where mechanics return in familiar ways.

    • Bi-directional design, so that GOING to a level is very different from RETURNING from it, making it interesting and better than simple backtracking.

    • Create levels and mechanics that are meaningful.

  • LevelDesign: Design philosophy tips .

Composition

  • Affordances / Intentionality, World Building and Interactive Narrative .

    • {3:45}

      • Shows a slide with the video's premise: the connection between Presentation, Gameplay and Story.

    • {4:05 -> 24:42}

      • Affordances and Player Intentionality.

    • {24:42 -> 35:05}

      • World Building.

    • {35:07 -> 49:20}

      • Interactive Narrative.

  • Spatial Communication .

    • Great video covering level design fundamentals as the speaker navigates the created world.

  • Interior Design for level design .

    • Excellent video. Very dense and valuable.

    • The video ends at {47:30}.

    • The speaker is Dan John Cox.

  • Refuge Space and Prospect Space .

    • It's about level design in HyperLight Drifter and Sunset Overdrive.

    • Not a very practical video, but I found the concepts of 'refuge space' and 'prospect' interesting.

    • Recommends the book 'An Architectural Approach to Level Design - Christopher W. Totten'.

    • {11:55 -> 15:44}

      • Explanation and examples of 'Refuge space' and 'Prospect', as ways to convey safety vs danger.

  • Landmarks .

  • Landmarks with Denial and Reward .

  • Framing .

    • Talks about 'funnels' and 'choke-points' to "control" the direction the player will be looking.

Narrative

  • Pacing .

    • Discusses 'gameplay beats' and action regulation. Very interesting.

  • "If you don't make down-time in your game, people will seek down-time outside of your game".

  • Bait and Switch / Plot Twist .