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Video Game Level Design
Chapter 5
80
Games
Graduate
02/08/2011

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Term
What is the first step in the design process?
Definition
Create a level abstract.
Term
What is an abstract?
Definition
A vague sketch of the level and the most important things contained within.
Term
Who creates the abstract?
Definition
Sometimes the level designer, othertimes the game designer.
Term
what is the abstract -=physically=-?
Definition
Handful of notes, sketches and diagrams, or a text document.
Term
What is key to making an abstract?
Definition
Creating a document that contains information needed by you and your team.
Term
What 8 elements do you want to include in an abstract?
Definition
1. Player Character
2. Objectives
3. Difficulty
4. Location
5. Environment
6. Enemies
7. Gameplay Elements
8. Position
Term
ELEMENT OF ABSTRACT: Player Character
Definition
Who the player will be, and what will he be at the start of the map.
Term
ELEMENT OF ABSTRACT: Objectives
Definition
What does the player need to do?
Term
ELEMENT OF ABSTRACT: Difficulty
Definition
Where does this level fall in the overall gameplay difficulty graph?
Term
ELEMENT OF ABSTRACT: Location
Definition
Where in the universe is the level?
Term
ELEMENT OF ABSTRACT: Environment
Definition
What's the weather, time of day, geographical/architectural style?
Term
ELEMENT OF ABSTRACT: Enemies
Definition
What characters will be pitted against the player, if any.
Term
ELEMENT OF ABSTRACT: Gameplay Elements
Definition
Broadly, what sort of gameplay does this level feature? Stealth, action, driving...
Term
ELEMENT OF ABSTRACT: Position
Definition
What levels come before and after this level?
Term
What prepares you for the design process?
Definition
Having an abstract
Term
Play
Definition
Ways to interact in a game
Term
Agency
Definition
Freedom (EX. NASCAR games have no reason to allow the player freedom, or agency, to move off the track and into the streets.)
Term
Emergent gameplay
Definition
Giving the player tools and toys in the level and letting he/she work out what to do with them.
Term
what is the trick in balancing freedom?
Definition
Not letting the players get so free they forget what they were doing, become lost, or become bored because of lack of goal/purpose.
Term
The Six Different Flow Models Are:
Definition
1. Linear
2. Bottlenecking
3. Branching
4. Hub and Spoke
5. Open
6. Dynamic
Term
Linear Flow
Definition
The player starts in one end and finishes in the other. The shortest distance between A and B. Final Fantasy XIII.
Term
What is the bread and butter of many action games?
Definition
Linear Flow
Term
Bottlenecking Flow
Definition
Progresses like a linear map, but splits at various points, allowing the player to choose which way to go. All the splits move the player to the same ending position.
Term
A pitfall of bottleneck flow
Definition
is when the player isn't sure which way to go and ends up backtracking.
Term
Branching Flow
Definition
Levels split several times during the player's progression, each split leading to a different end of the level.
Term
Open Flow
Definition
The end of the level is based on the player performing certain tasks, earning a number of points, or simply finding a way of using things in the level. Sandbox games fit here.
Term
Hubs and Spokes
Definition
The hub has man levels branching off from it like spokes.
Term
What is usually found at a hub?
Definition
Item shop, save point, training areas, etc.
Term
Dynamic level Generation
Definition
The engines creates a level "as needed" from pre-created, snap-together sections.
Term
What form of level flow is becoming more popular as technology advances?
Definition
Dynamic level flow
Term
What is practically unavoidable with dynamic level flow?
Definition
Creating dead ends.
Term
Gameplay narrative
Definition
The story told by players as they progress through a map/track/level.
Term
what term is used by french developers?
Definition
Ingredients
Term
What are ingredients?
Definition
Elements of your level afforded by the designer's vision
Term
How is Level Design like making a good soup?
Definition
Can't just mix and heat. You have to add flavors that enhance each other, work well together, and come out greater than they were alone.
Term
What 10 things must one consider when designing ingredients?
Definition
1. Purpose
2. Goal
3. Visual Description
4. Special Animations
5. Availability/Occurrence
6. Placement considerations
7. Attributes
8. Special Properties
9. Items Used/Carried
10. Notes
Term
INGREDIENT: Purpose
Definition
Is this entity a character, a weapon, a puzzle piece?
Term
INGREDIENT: Goal
Definition
Why does this ingredient exist?
Term
INGREDIENT: Visual Description
Definition
What does it look like?
Term
INGREDIENT: Special Animation
Definition
Does it require an animation not created yet?
Term
INGREDIENT: Availability/Occurrence
Definition
Where will it show up?
Term
INGREDIENT: Placement Considerations
Definition
Where in the level should it go?
Term
INGREDIENT: Attributes
Definition
Does it have health/armor/luck, etc. How much?
Term
INGREDIENT: Special Properties
Definition
Does it have an attribute nothing else has?
Term
INGREDIENT: Items used/carried
Definition
Does it carry a weapon/note/$$?
Term
INGREDIENT: Notes
Definition
Explain whatever doesn't fit into other categories
Term
What must you do if planning to use a physics based encounter?
Definition
You must plan carefully how to control the situation and control the outcome enough so that the experience remains a positive one.
Term
Encounters
Definition
A point where progression of a player through a level is interrupted and they interact with the game in a meaningful way.
Term
5 Types of Encounters:
Definition
1. Physical Reaction
2. Coordination
3. Timing
4. Memory
5. Deduction
Term
Physical Reaction encounter:
Definition
How fast can the players move their avatar and react on screen?
Term
Coordination Encounter
Definition
How quickly can they press combinations of inputs to survive?
Term
Timing Encounter
Definition
How quickly can they respond to an on-screen prompt (Like DDR or Rock Band)
Term
Memory encounter
Definition
How much info can a player store and recall when needed? (Sam and Max/Simon)
Term
Deduction Encounter:
Definition
Using tools and abilities, how quickly can the player solve a problem?
Term
The player is in routine activity when...
Definition
Not inside of an encounter.
Term
The trick to encounters is:
Definition
Balancing the fun and intensity of encounters with the exploration and recuperation in between.
Term
Intrinsic Knowledge
Definition
Knowledge that the player already knows at that point in the game
Term
What are 4 ways to create tension?
Definition
1. Lighting
2. Sound
3. Paradigm Shifts
4. Foreshadowing
Term
Foreshadowing
Definition
Providing vague or suggestive information of a future event.
Term
What is key to a dramatic level?
Definition
Good lighting!
Term
What is a Paradigm Shift?
Definition
An extreme shift in the conditions or rhythm of the level
Term
What 7 ways can music/sound enhance tension?
Definition
1. Enhance an encounter
2. Provide contrast to a visual element
3. Warn of impending event
4. Become associated with a particular character or event
5. generate motion.
6. Help turn a visually dull space into a richer environment
7. Make mundane actions more exciting
Term
what is often considered secondary by players?
Definition
Sound!
Term
Interactivity in a level should lead to choices about...
Definition
Risk vs. Reward
Term
Most common rewards nowadays are..
Definition
Secondary, optional rewards the player can collect for fun
Term
What is cool about rewards, even if they are meaningless?
Definition
The act of collecting the, is pleasurable
Term
What is a common responsibility for LDs?
Definition
Scripting
Term
What are scripts?
Definition
Very simple programs written in a language that interacts with the engine
Term
What is a large part of making dynamic, challenging gameplay?
Definition
AI
Term
Most games use this to make an environment more real and to enhance it...
Definition
AI
Term
States of Being
Definition
Number of states the AI can be in at any one time. (Asleep, Normal, Alert, Angry, Scared)...
Term
Three cruxes of AI:
Definition
1. Decisions
2. Input
3. Output
Term
AI Input's 3 triggers:
Definition
1. Sight
2. Sound
3. Invisible Input
Term
Invisible AI input
Definition
Information about events communicated to an AI beyond its "natural" ability to detect them.
Term
Good AI Output is..
Definition
Critical for a great playing experience
Term
AI Output:
Definition
Information given to the player to make it aware of the AI's state of being
Term
Types of AI Output:
Definition
1. Animation
2. Symbols
3. game Messages
Term
Four key rules for Pathing and Patrols:
Definition
1. Always overestimate the room needed for NPC movement
2. Don't use too many nodes
3. Avoid patrols crossing each other
4. Random Movement is good!
Term
Gestalt
Definition
Group of elements so unified that it can't be described as just a sum of all its parts
Term
A game level needs to be...
Definition
Something greater than the props, textures, gameplay. and lighting within (Gestalt)
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