View Full Version : Gameplay considerations when designing a level
Leionaaad 06-07-2006, 10:03 AM Does anybody knows any articles about gameplay priciples in level design?
I would like to study this issue a little while, so any help would be very much appreciated.
Meanwhile, if you have any tips, please share...Thank you
I would like to specify that I am interrested only on gameplay issues, not technical challenges.
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nikolas1977
06-13-2006, 06:21 AM
Theer you go:
http://www.cgempire.com/showthread.php?p=711#post711
This should be of assistance ;)
Simon
06-17-2006, 09:14 AM
The half life two ingame commentaries I've heard are good on their new episode. I checked them out on "lost coast" and they have some good pointers that I hadn't ever thought of.
Hourences
06-17-2006, 07:41 PM
It depends for a great deal on the type of game you intend to design on. RPGs obviously require different environment gameplay than shooters. Specify what type you are aiming for ?
In general one of the most important aspects of environmental gameplay is that it has to enhance the game gameplay. You got two types of gameplay. Core gameplay and Map gameplay. Core gameplay is the gameplay provided by the game, the ability to jump and attack is a core gameplay aspects. Its a constant value. The map gameplay is the gameplay a level provides. It what sets one level apart from another gameplay wise. The ability to do tricks, get around obstacles, finding keys, using traps and so on is map gameplay. The point is that you environment has to take up the core gameplay and lift it to the next level. If the only thing the environment does is allowing the player to run and shoot it does not enhance the core gameplay and thus provides nothing new or interesting.
Im currently writing a book on level design which also covers gameplay but that part is mainly aimed at action games like shooters. Again the type of game you wish to design for is important.
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06-17-2006, 07:41 PM
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