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