Ten Principles for Good Level Design

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GDC

GDC

Күн бұрын

Пікірлер: 303
@jaimemagnum
@jaimemagnum 4 жыл бұрын
04:23 1- Good level design is fun to navigate. 06:47 2- Good level design does not rely on words. 10:46 3- Good level design tells what to do but never how to do it. 13:35 4- Good level design constantly teaches. 16:06 5- Good level design is surprising. 21:07 6- Good level design empowers the player. 25:16 7- Good level design is easy, medium, and hard. 28:13 8- Good level design is efficient. 32:55 9- Good level design creates emotion. 37:26 10- Good level design is driven by mechanics. 41:50 Recap
@not_herobrine3752
@not_herobrine3752 4 жыл бұрын
Thanks, dont have time to watch this vid rn
@curranh.8328
@curranh.8328 4 жыл бұрын
@@not_herobrine3752 You spelled design wrong from #5-#10 but thank you :)
@not_herobrine3752
@not_herobrine3752 4 жыл бұрын
@@curranh.8328 welcome
@curranh.8328
@curranh.8328 4 жыл бұрын
@@not_herobrine3752 oh god I tagged the wrong person my bad 😂😂
@not_herobrine3752
@not_herobrine3752 4 жыл бұрын
@@curranh.8328 You are welcome anyways ;)
@seangdovic4967
@seangdovic4967 6 жыл бұрын
41:50 Recap For any level designers who come back to refresh their minds but don’t want to watch the entire thing again.
@southoceann
@southoceann 6 жыл бұрын
Thanks!! That helps a lot!
@drgore1797
@drgore1797 5 жыл бұрын
Not all heros wear capes.
@greggeverman5578
@greggeverman5578 5 жыл бұрын
You’re My new best friend!
@whatthefuckesque0
@whatthefuckesque0 4 жыл бұрын
@@greggeverman5578 That is very sad.
@fabianoperes2155
@fabianoperes2155 4 жыл бұрын
Thanks bro. This guy walking from side to side is really annoying me.
@letMeSayThatInIrish
@letMeSayThatInIrish 5 жыл бұрын
"If the player does something you didn't expect, you should not chastise him, you should design it into the game." -- Dan Taylor
@ihonest5355
@ihonest5355 5 жыл бұрын
Well said bro
@Keyecomposer
@Keyecomposer 4 жыл бұрын
Wish Rockstar games followed that rule.
@K3vyB
@K3vyB 9 ай бұрын
>implements in-game gold store to counter RMT (:
@frozenfenix0
@frozenfenix0 4 жыл бұрын
He forgot rule 11 always add a water level
@TheConceptBoy
@TheConceptBoy 4 жыл бұрын
Don't forget the sewer level
@bombardier0543
@bombardier0543 4 жыл бұрын
Don’t forget the cave level
@antigrav6004
@antigrav6004 4 жыл бұрын
Where my poison swamp squad at?
@gumfireparalax1371
@gumfireparalax1371 4 жыл бұрын
You guys are forgetting about a lava level.
@donpaisa8627
@donpaisa8627 4 жыл бұрын
Don't forget the ice level with slippery floor
@sunnyboi3867
@sunnyboi3867 4 жыл бұрын
This made me realize that a Civ game is just one really long level
@AlexMakesGames80
@AlexMakesGames80 2 ай бұрын
I've rewatched this talk at least 13 times by now
@EduardoYukio
@EduardoYukio 5 жыл бұрын
This was awesome! A real lesson by an experienced designer AND speaker. The way he connected each point of the presentation was gold.
@Enduror19
@Enduror19 6 жыл бұрын
The Ishimura scene in deadspace 2 is the most horrific part of all horror games i ever played. nothing happened all the time but the psychic terror to go throuw that ship that nearly killed me in the first game ... and remembering all the terrors ... it was horrible ... the worst i ever felt while playing a game .. i loved it!
@awedsy3195
@awedsy3195 5 жыл бұрын
Physchological horror is best horror, and the scariest one
@Enterstainers
@Enterstainers 10 ай бұрын
18:00 One of the greatest paradigm shifts has to be Halo 1, with the Flood mission. The buildup to that was so out-of-nowhere and terrifying, wondering why the Covenant were afraid, or dead before you got there.
@NeverduskX
@NeverduskX 5 жыл бұрын
This remains one of the most important and relevant game design talks I've seen. I find it useful to see the recap at 41:50 from time to time, but once in a blue I'll watch the whole thing again to catch small but very useful things I might have neglected in my recent designs.
@OaksCU1
@OaksCU1 6 жыл бұрын
Go to 41:49 for a summary, if you don't wanna watch the whole video.
@umartdagnir
@umartdagnir 6 жыл бұрын
I clicked 41:49, saw the text on the stone tablets, paused, tried to read it, thought "Ha-ha, good joke. But too bad there is no summary and I will have to watch the whole video now", then unpaused and the actual summary appeared.
@WnIyLkLvIiAsMt97
@WnIyLkLvIiAsMt97 6 жыл бұрын
I started the video, got bored quickly as he was going over nothing new (so far) looked at comments for a summary, found this. xD
@greggeverman5578
@greggeverman5578 5 жыл бұрын
Youre my new 2nd best friend! Congrats! :)
@greggeverman5578
@greggeverman5578 5 жыл бұрын
Just dumping another comment to promote this one. These comments are entirely helpful!
@greggeverman5578
@greggeverman5578 5 жыл бұрын
I think so anyway.
@tiagodarkpeasant
@tiagodarkpeasant 4 жыл бұрын
i guess one way to provide ammo for a boss without spoiling is putting the armor on the boss stage, or through minions that drop ammunition, maybe even increase the drop rate on normal monsters before a boss instead of straight giving the ammo, like an unaware enemy that is actually just there to give you the items you need for the next battle
@harrysanders818
@harrysanders818 3 жыл бұрын
One of best level design talks ever recorded
@fl260
@fl260 6 жыл бұрын
This is gold, thanks a ton!
@danecustance2734
@danecustance2734 6 жыл бұрын
What he said.
@neptuneleveldesign
@neptuneleveldesign Жыл бұрын
Love hearing insightful, simple to follow and practical tips from industry pros, thank you as always.
@zill4_
@zill4_ Жыл бұрын
Respect how he handled the first “question”- I’d not be sure how to respond.
@lanceuppercut8220
@lanceuppercut8220 6 ай бұрын
Seriously, seemed kind of like a slight directed at the presentor, he basically called him some kind of emotionally unintelligent brute who doesn't consume enough estrogen enriched soy.
@cozymonk
@cozymonk 2 жыл бұрын
55:40 I had that problem even before I started learning game design, even as a small child. You can almost always tell when a boss is coming. If it's not items, it's something else, but there's always a strong tell. I don't think I've ever been surprised by a boss (except maybe the fish that ate me because I kept shooting the water in RE4, but the legit boss fight was not a surprise).
@trevorgustavgreen8148
@trevorgustavgreen8148 5 жыл бұрын
6 minutes in and I already learned so much. Such a wonderful and useful resource.
@walterwelches4188
@walterwelches4188 6 жыл бұрын
41:49 is the recap if you’re the TLDR type although I’d recommend watching it through because he gives great examples and elaborates on them.
@timdoesleveldesign
@timdoesleveldesign 2 жыл бұрын
This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design
@sprazz8668
@sprazz8668 6 жыл бұрын
37:09 DAMN THAT'S AMAZING
@markoos88
@markoos88 10 ай бұрын
If you close your eyes this sounds like a games lecture delivered by Simon Pegg.
@GlowingOrangeOoze
@GlowingOrangeOoze 3 жыл бұрын
haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help. Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.
@itsaUSBline
@itsaUSBline 3 жыл бұрын
Glad I wasn't the only one thinking this when he got to talking about player empowerment. It's funny how his answer seems to imply that Journey is the first game that's ever made him consider that games could be about something other than purely player empowerment. Kinda amazing how far we've come in just the past several years.
@Fjuron
@Fjuron 5 жыл бұрын
Very nice Talk! Excellent general guiding rules; not just level design but for game design in general. Especially beginning from the desired emotional response and then selecting the elements that together create that emotion, is a really helpful way to do it / think about it.
@silverlight2677
@silverlight2677 6 жыл бұрын
what a convenience..this is what i need to study
@antonmuffin6214
@antonmuffin6214 Жыл бұрын
so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down
@chriswahl1337
@chriswahl1337 2 жыл бұрын
"If you want to make the player feel persecuted put an enemy AI into the level that constantly hunts him." *E.M.M.I. has entered the chat*
@David-zy1lr
@David-zy1lr 2 жыл бұрын
God the E.M.M.I in Dread really made the game live up to its name
@josephcantrell
@josephcantrell 7 ай бұрын
This is in Middle Earth: Shadow of War....great AI in that game. I was impressed playing it.
@silvernightpuma
@silvernightpuma 6 жыл бұрын
Looked up Dieter Rams' "Good design" principles on wiki, very nice.
@ciriak
@ciriak 5 жыл бұрын
Halo 3 thumbnail, Final boss of clickbait :D
@kjj26k
@kjj26k 5 жыл бұрын
It got me...XP
@greggeverman5578
@greggeverman5578 5 жыл бұрын
Me too.
@squishybuspr
@squishybuspr 3 жыл бұрын
Someone give this man an award for drinking like 5 bottles of water in less than 45 minutes. 🏆
@ЗайкаУшастик-п9у
@ЗайкаУшастик-п9у 6 жыл бұрын
33:06 "Last year the US supreme court declared gay videogames were legaly art"
@chernobylthing3932
@chernobylthing3932 3 жыл бұрын
"Bless their cotton little socks"
@tobyk5091
@tobyk5091 3 жыл бұрын
What does this mean
@VsevolodKhusid
@VsevolodKhusid 3 жыл бұрын
I feel motivated to make some art then
@chadrichjellming4911
@chadrichjellming4911 2 жыл бұрын
This is a ton of good information. Thanks for the presentation!
@StitchfaceAirsoft
@StitchfaceAirsoft Жыл бұрын
he sounded like such a small little guy at 22:06 when he said almost as many people that played dead space 2 lol
@roninbadger7750
@roninbadger7750 3 жыл бұрын
"Real life sucks" - tell that to the Farm and euro truck sim players.
@SteveHolmesDrums
@SteveHolmesDrums 3 жыл бұрын
6:34 MW2 was Infinty Ward, not Treyarch.
@Nebulaoblivion
@Nebulaoblivion Жыл бұрын
36:58 I remember that, It was so annoying. I fought so hard, and kept restarting the level before I got down to those last two guys because I thought I failed. I was kind of pissed when it ended up being waste of time trying to win it.
@akillith6841
@akillith6841 2 жыл бұрын
I can't figure out if i've commented already. KZbin hard. But, i can't get past the "I'm about to spoil Deadspace 2" part. Been meaning to play it for years... And I always turn the video off at this point. How bad is the spoiler? I spend way more time learning than I do gaming and I really wanna finish this video lol.
@QuassGamer
@QuassGamer 6 жыл бұрын
47:30 That's actually good question I want see what he would say about multiplayer level design!
@bruceparab2102
@bruceparab2102 6 жыл бұрын
Its totally different for multiplayer games, there are choke points, boosts and other aspects of the gameplay session to consider
@____uncompetative
@____uncompetative 6 жыл бұрын
(( | )) is all _Halo_ arena maps | | | is all _Call of Duty_ maps . * , • ' is all _Battlefield_ maps
@0u73rh34v3n
@0u73rh34v3n 6 жыл бұрын
I personally feel there's more emphasis around strategy when it comes to multiplayer games. Whether it's a 60vs60 shooter, or a co-op game like LBP, it's commonly down to players to find the best positioning to progress.
@greggeverman5578
@greggeverman5578 5 жыл бұрын
This guy's pretty brilliant! Wonderful talk.
@mammothfurfur774
@mammothfurfur774 6 жыл бұрын
Great Talk and great questions at the end!
@chriswahl1337
@chriswahl1337 4 жыл бұрын
25:28 YES! This man gets it! I knew I wasn't the only one.
@a5hen
@a5hen 2 жыл бұрын
First half of DS1 just peaks everything
@Drecon84
@Drecon84 6 жыл бұрын
Honestly, I think when designing a prison, the last thing you want is to make inmates feel imprisoned. If you make the whole thing feel open and inviting without compromising safety and security, you'll have a much better prison population.
@nerychristian
@nerychristian 6 жыл бұрын
True. It works with public schools. Create the illusion of freedom, while imprisoning the mind and body.
@Scroteydada
@Scroteydada 6 жыл бұрын
No, it's to keep them out of society. Inmates get released, hopefully a little less crazy than before.
@johnnyfreetanga5506
@johnnyfreetanga5506 6 жыл бұрын
Are you sure about this idea? Actually, there are people who will commit crime to improve their live, living in that prison. It will be better than their current lives.
@oklol496
@oklol496 6 жыл бұрын
"See! I told you we'd find advice on how to build the prison in comments sections! I told you!"
@Fualkner
@Fualkner 5 жыл бұрын
​@@johnnyfreetanga5506 If your society is awful enough that people are willing to sacrifice their autonomy and freedom for the "comforts" of prison, then your society is the problem.
@QMDLevelDesign
@QMDLevelDesign 6 жыл бұрын
Very much appreciated, thanks!
@F2t0ny
@F2t0ny 2 жыл бұрын
I think level design would be my dream game dev job
@John-996
@John-996 3 жыл бұрын
this guy has crazy CV the amount of big studios he has worked at.
@unrealhabitat
@unrealhabitat 2 жыл бұрын
This is gold
@jeffreyjumisko5165
@jeffreyjumisko5165 3 жыл бұрын
Great talk. I'm unsure why it is so blurry from the audience view.
@rompevuevitos222
@rompevuevitos222 6 жыл бұрын
imo, Level design is everything on a game, no matter how much you put in a game, without a good playground to use those features the game won't perform well at all
@mezzmar
@mezzmar 6 жыл бұрын
I'm a bit late but, What can you do have a magnificent playground but lack the ability to use it properly? I think that, games rely on its level design and its gameplay, how you move and what you can, whether you run, swim, fly, roll. So, gameplay gives you the abilitiy to play and then you're released on a playground to test them alongside with your skill. You can't have one without the other.
@rompevuevitos222
@rompevuevitos222 6 жыл бұрын
With good enough levels, you can even make gameplay meaningless like Abzu for example, so the level is the most important thing. Someone could make a very simple shooter and still be amazing just by having very interesting and fun levels wich aren't just a road with a bunch of walls
@sprazz8668
@sprazz8668 6 жыл бұрын
Well, I agree with you, but as far as I'm aware everything is very important including level design. If you have good level design but your mechanics are bad, that's gonna be equally rubbish.
@UltramanII
@UltramanII 5 жыл бұрын
That problem is probably a lot more prominent in RTS than other genre. There're quite a few new RTS games out there that looks pretty decent but I don't even want to play them, like Empires Apart, because they don't have levels at all, only random map skirmishes. For some players it's not a problem, but for me, an RTS game without a campaign story kinda feel pointless.
@4ll3sb4n4n3
@4ll3sb4n4n3 5 жыл бұрын
I absolutely agree! Gameplay and level design. My favorites: - Thief 2 - Shadow Warrior - Half Life 2 - Portal (probably the best level design out of all of these) - Super Mario - GTA 5
@josephcantrell
@josephcantrell 7 ай бұрын
Also I think good level design is that it builds on the previous level, and prepares you for the next one.
@Tekkai50
@Tekkai50 Жыл бұрын
Rockstar should take some notes. Let's look at RDR2 for an example. When it comes to the open world of that game, the level design is excellent. but in main quests it's so on rails it almost feels like QTE.
@michaelcostaphoto
@michaelcostaphoto 6 жыл бұрын
loved the influencer references- great talk, but lol, dry crowd
@civilwarfare101
@civilwarfare101 5 жыл бұрын
Not many of them played Dead Space 2, shame on them.
@scheve1994
@scheve1994 3 жыл бұрын
GDC crowds are dry almost 100% of the time. It's a bit of a shame when the presentator puts in the effort to make the talk engaging.
@misterchief5378
@misterchief5378 3 жыл бұрын
i love that there is no cheering and laughing. i hate those kinds of talks, it almost seems to me that they need shitty references because they think their topic is not interesting enough.
@owenrivers16
@owenrivers16 5 жыл бұрын
This is my dream job
@raph2550
@raph2550 6 жыл бұрын
Very great talk!
@jonasdietrich8109
@jonasdietrich8109 Жыл бұрын
Thanks for the insight!
@leetNightshade
@leetNightshade 6 жыл бұрын
Modern Warfare 2 wasn't done by Treyarch, but you gave them credit for good level design on it. [Edit] Though it sounds like Treyarch may have helped out on some maps around that time, hard to verify which games. Where'd you get this info?
@adamlee2550
@adamlee2550 3 жыл бұрын
That note about Bethesda making modular levels is why I always get bored of their games and put them down.
@jefawksspaghettorium
@jefawksspaghettorium 4 ай бұрын
so true in ESO this happens a lot: a zillion dungeons looking similar with no real feel to them because they're modular and lifeless and look similar if they're in the same theme basket
@ThinkCitric
@ThinkCitric 4 жыл бұрын
That was a great talk, thank you for sharing it!
@D0ubleRadiation
@D0ubleRadiation 6 жыл бұрын
How can, in 2013, do a conference on Level design and not talk about Dark Souls? Still, amazing video, lots of very interesting points!
@DavidBulczak
@DavidBulczak 6 жыл бұрын
Very good point. Especially since Dark Souls breaks a lot of these principles in a good way.
@civilwarfare101
@civilwarfare101 5 жыл бұрын
I am glad that someone actually acknowledges Ratchet and Clank.
@DoomsDay117x
@DoomsDay117x Ай бұрын
Does 4. Pattern Analysis contradict with 5. Surprising level design? If the enjoyment is derived from when the 14:01 "human mind enjoys processes patterns for retrieval later", then how is "fun created through uncertainty"? 17:18
@Lovuschka
@Lovuschka 4 жыл бұрын
A good designer does not punish the player for doing something unforeseen. The best designers anticipate even that which is impossible and create something unique for that occasion that 99.9 percent of players never will see playing themselves.
@ty_teynium
@ty_teynium 3 жыл бұрын
Does every slide have to have picture of a game? Also it obscures the words a bit.
@blind_neighbourhoodNerd
@blind_neighbourhoodNerd 6 жыл бұрын
Loved this talk
@unfa00
@unfa00 2 жыл бұрын
6:28 It's funny that a different talk by an Epic artist was given referring to this same level as visually incoherent and being highlightes as a major drop-off point for players. Of that data is true, this level is significantly less fun to play (it may still be fun to navigate - without enemies I suppose?) as players seemed to have been abandoning the campaign during this level.
@analogGigabyte
@analogGigabyte 3 жыл бұрын
If the player does something you don't expect, my friend, that is interesting gameplay
@thrivenugget
@thrivenugget 2 жыл бұрын
In the year 2040, someone will look back at this video and realise where the worlds fresh water reserves went
@amac333
@amac333 6 жыл бұрын
One of the principals for describing something is to not use the word you're trying describe in the sentence.
@daggawagga
@daggawagga 5 жыл бұрын
You can add an exception to than when talking about recursion
@Maouww
@Maouww 5 жыл бұрын
So like: "One of the principles for communicating the different aspects of any abstract concept is to not use the word identifying the concept that you're trying to indirectly reference in that sentence." Yes?
@josephcantrell
@josephcantrell 7 ай бұрын
What about always gives you experience points in your stats?
@Ralke1
@Ralke1 2 ай бұрын
very cool tips
@morecarstuff
@morecarstuff 3 жыл бұрын
Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.
@morecarstuff
@morecarstuff 3 жыл бұрын
on a side note though, older games incorporate most of these features better then most of the new ones. imo.
@ZoeyTheSobble
@ZoeyTheSobble 3 жыл бұрын
Cod campaign designers should watch this
@Randor11
@Randor11 4 жыл бұрын
Outstanding !!!
@tysonasaurus6392
@tysonasaurus6392 5 жыл бұрын
I enjoyed watching the whole thing but if you want to jump straight to his ten principles 4:21
@lauralai9694
@lauralai9694 2 жыл бұрын
Very interesting! Thank you! :-)
@aerodynamic1440
@aerodynamic1440 5 жыл бұрын
Useful principles.
@twosoulfox
@twosoulfox Жыл бұрын
Yes.
@cabreram.4734
@cabreram.4734 4 жыл бұрын
God, this is a very good talk! 😳
@zefile
@zefile 6 жыл бұрын
>skyrim >nebulous objectives i'm sorry but WHAT
@WhereIsTheIntruder
@WhereIsTheIntruder 6 жыл бұрын
Skyrim is awful
@shiftyjim4138
@shiftyjim4138 6 жыл бұрын
Quetzalcoatl Skyrim and it’s waypoint objectives actually ruin exploration or any challenge found in discovery.
@hypno_ibram
@hypno_ibram 6 жыл бұрын
@@shiftyjim4138 There's probably a mod to remove it.
@FerintoshFarmsPhotography
@FerintoshFarmsPhotography 5 жыл бұрын
Must have meant morrowind lol
@fernandoramos187
@fernandoramos187 5 жыл бұрын
@@WhereIsTheIntruder You have not understand nothing about this video...
@repman597
@repman597 4 жыл бұрын
The Original Ghost Recon level design as the first and only tactical open-terrain (not open-world) level design. Unfortunately the sequels deviate from the level design and tactical gameplay mechanics.
@resurrectedsunlight155
@resurrectedsunlight155 Жыл бұрын
Is it me or does Dan sound a lot like Simon Pegg?
@kjj26k
@kjj26k 5 жыл бұрын
29:50 is when that Halo 3 thumbnail you came for comes into play.
@tiagodarkpeasant
@tiagodarkpeasant 4 жыл бұрын
the part about a good design teaching something new is how i approach every dungeon in zelda botw, what is this sage trying to teach me ? and when i "cheat" i don't think the levels is bad, because the sage says " you are resourceful"
@MEGA_TREE
@MEGA_TREE 2 жыл бұрын
Very attractive
@gabrielchavarria760
@gabrielchavarria760 11 ай бұрын
What is the name of the book he tells on number four?
@sofiemagko5911
@sofiemagko5911 2 жыл бұрын
43:55 Q&A
@gargamellenoir8460
@gargamellenoir8460 3 жыл бұрын
It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.
@larry3828
@larry3828 3 жыл бұрын
skyrim's "story", as in the quests and dialogue, is pretty boring. but the "story" of skyrim, as in the massive, beautiful open world of skyrim, free to be explored in any order, is still enchanting to this day i guess it would be classed as emergent story rather than explicit
@nintendude794
@nintendude794 3 жыл бұрын
6:38 Treyarch? You mean Infinity Ward?
@felipenovais8364
@felipenovais8364 6 жыл бұрын
Everytime he mentioned Bethesda was absolute bullshit. Pete Hines himself talked about FO4`s gameplay loop and it`s all about keeping the player engaged in the cheapest way possible with exploration and arbitrary rewards. The ""clarity of purpose" section mentioning Skyrim too, was debatable. It is almost the opposite of Morrowind's quest direction - which is verbose - with clear marks and "0/10" fetch quests. It's anti-exploration and immersion, which, for me, is a serious sin to be commited by such a big open world RPG. There's no connection to the world. That's bad.
@3N1StaticGaming
@3N1StaticGaming Жыл бұрын
5:09 but sometimes I like a game that lets you get lost.
@remingtonlewis2000
@remingtonlewis2000 4 жыл бұрын
Is that Errant Signal at 59:05?
@austin0_bandit05
@austin0_bandit05 Жыл бұрын
14:00
@jolanxblca
@jolanxblca 4 жыл бұрын
38:30 too many HD words, he's lagging
@TwilightPB
@TwilightPB 4 жыл бұрын
great talk, but i couldn't help but notice the speaker was completely unable to decide whether to roll with 'him', 'him/her' or singular they. lol
@Adrian-hj7ih
@Adrian-hj7ih 3 жыл бұрын
PARA OS BR QUE NUM ENTENDE INGREIS :D Um bom Level Design... 1. É DIVERTIDO DE NAVEGAR cria uma linguagem visual clara porém se sinta livre de colocar um pouco de caos. 2. NÃO DEPENDE DE PALAVRAS use narrativa implicita e emergente do que explicita para contar uma história, sendo a implicita a abordagem que não deixa claro para o jogador e a emergente que tem envolvido as ações do próprio jogador. 3. CONTA OQUE MAS NÃO COMO Faça objetivos claros para assim o jogadores completarem de qualquer maneira ou na ordem que eles quiserem. 4. ENSINA CONSTANTE Mantem o jogador engajado com introdução ou subvertencia de novas mecânicas. 5. É SURPREENDENTE não tenha medo te correr riscos com estimulação estética ou outros elementos. 6. EMPODERA O JOGADOR videogames são uma forma de escapismo então faça o jogador sentir o impacto das suas ações. 7. É FÁCIL, MÉDIO E DIFÍCIL use risco e recompensa para então o jogador setar a dificuldade de forma dinâmica. 8. É EFICIENTE Feito para modularidade pelo direcionamento e "não-linearidade" e outros. 9. CRIA EMOÇÃO começa no final com as respostas emocionais desejadas e retrocede para selecionar a mecânica adequada para eliciar a resposta. 10. É DIRIGIDO PELAS MECÂNICAS Acima de tudo mostra as mecânicas do jogo através do nível para reforçar a natureza interativa unica de video games.
@KimboKG14
@KimboKG14 5 жыл бұрын
30:30 WRONG! 343Guilty spark is a completely linear level it may fool you by it's similar looking rooms, but If you don't get lost in the maze there's no room you have to enter twice and especially not the forest! you come out at an absolutely diffrent place than you got into the underground facility. the only bi-directional level might be "assault on the control room" / "double betrayal" but these are seperate levels with changed geometry.
@KenTWOu
@KenTWOu 6 жыл бұрын
5:58 - I'm not sure that MW2 mission was really 'fun'. I've heard in another talk that Favela level was number one drop point in MW2 single player campaign and multiplayer map based on it was one of the least popular maps. That's the talk: kzbin.info/www/bejne/fYucapp3l5mHZtEm7s
@RaiceGeriko
@RaiceGeriko 5 жыл бұрын
I vaguely remember the level, but I do remember it. Unfortunately, I remember it for a very bad reason: near the start of the map, I kept dying over and over and over. I seem to recall there was a metric shit ton of enemies all over the place with Aimbot turned on to Max and I continued to die because I didn't have time to react to them and continue. I eventually got past it, but I remember it being very frustrating in a bad way.
@ADayintheLifeoftheTw
@ADayintheLifeoftheTw 6 ай бұрын
29** mark note
@shrewmastercomics
@shrewmastercomics 4 жыл бұрын
I wanted to hear bad Yoda :(
@blackdevilb
@blackdevilb 6 жыл бұрын
Dark souls 1 blow my mind with lvl design
@ManiX207
@ManiX207 5 жыл бұрын
though thats more of an level art kinda thing, to be fair alot of ds 1 was not perfected for mechanical playability. but yes DS1 really had and still has one of the best game level map design out there ( though demon souls kinda had a simular approch if you consider only the areas them self.)
@tiagodarkpeasant
@tiagodarkpeasant 4 жыл бұрын
i see no problem with speed running, unless it is a guy that never played the game before seeing another speed runner and just doing the same but faster, for example i fell sonic was made fr speed run, but you can only do that after knowing the maps, so it is a reflection of appreciation for the game and the correct way to be sonic in the game world, but i only think games with good replay-ability are worth it, and ds1 is such a game the gets better the more you know how to play, and it ties to one thing he said, good levels are easy medium and hard depending on how you want to play
@FergusonHogan-c1r
@FergusonHogan-c1r 2 күн бұрын
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