06 Handout 1
06 Handout 1
Levels For computer games, level duration should be fairly short, 15-
minute spurts for children, to approximately two hours of continuous
• Level Design: Level design is defined as the creation of environments, concentration for hardcore gamers. Console game levels usually
scenarios, or missions in an electronic game. A game developer should run for about 45 minutes. If you’d prefer to develop a game with
consider what function the level fulfills in the game. The level could much longer sessions, make sure you provide milestones of
introduce a new character or object, focus on a plot point (such as achievement, such as advancement or task completion, on a
discovering a secret or preventing an attack), or create a mood through regular basis.
visuals or a storyline. The level’s function should center around an idea o Availability: You need to consider the various gameplay goals in
that becomes a unifying theme. the game and ensure that each level covers one primary goal. If you
• Structure: Levels can be used to structure a game into effective were to allow only one level to be available at a time, this would
subdivisions, organize progression, and enhance gameplay. When work for games that require first-person immersion. If you were to
designing levels, consider their goal, flow, duration, availability, allow only a small number of open levels at a time, this could
relationships, and difficulty. alleviate frustration for many role-playing game (RPG) players, who
o Objectives: Each level should have a set of objectives that the might have several quests to fulfill and need to shift their focus. If
player understands. Sometimes developers ensure that players you were to allow many open levels at a time, many players might
understand the objectives for each level by creating a briefing in the become confused—but these levels would work well in process
form of a cut-scene or interactive tutorial at the beginning of each sims and RTS games.
level and by providing access to a status screen during the course o Relationship: This answers the question: "What are the
of the game. The players might also be immediately thrown into the relationships between levels in the game?". Think of each level as
game’s action, engaging in tasks that are easy to solve and a scene or even an episode within a larger story. Levels in puzzle
situations that immediately illustrate the rules of the game in the games are often related only through some increase in difficulty.
context of the game’s environment. Some levels are related through storylines—like traditional media
o Flow: There are two things that the game developer should address such as television. In this episodic relationship, each level is self-
while designing a level. contained, with its own internal plotline and conclusion.
1. You want to make sure that a player stays in a particular area o Progression: This answers the question: "How do you pace the
of a level until he has accomplished the necessary objectives. game’s progression through level design?". You want to make sure
For example, in open-world levels, there are no existing barriers that a game’s difficulty slowly increases as it continues. Also, make
to the player’s movements. A player can then run past sure that each level builds conflict in a series of arcs. Vary the pace
opponents rather than engage them in battle (which is of your levels—allowing the player to alternately struggle to stay
sometimes a strategy in itself). This problem can be solved by alive, systematically explore the environment, and reflectively solve
creating natural barriers that are destroyed as a by-product of challenging puzzles. Always keep the player occupied with things
the player’s progress in the level. to do. Challenge is a good thing, but do not make your levels so
2. You also want to prevent the player from returning to a difficult that only experts can survive while other players die again
particular area once the objectives associated with that area and again.
have been met. A method for doing this is to close off the area • Time: Time can also be thought of with respect to real-world time.
after the player has completed it (creating a one-way barrier, “Game time” can move slower, faster, or not any differently from real-
such as a door that locks after the player walks through it), world time. In many turn-based and action games, there is no concept
which lets the player know that he is making progress. of time passing at all. Everything idles or runs in a continuous loop until
o Duration: This answers the question: “How much time should be the player interacts with it in some way.
spent on each level?”. One universal rule seems to be that a player o Authentic: Some games try to portray time authentically and use
must complete at least one level of any game in a single session. the passage of time as a gameplay characteristic. The cartridge for
References:
Buttfield-Addison, P., Manning, J., & Nugent, T. (2019). Unity game development cookbook.
Sebastopol: O'Reilly Media, Inc.
Novak, J. (2012). Game development essentials: An introduction (3rd ed.). New York: Delmar,
Cengage Learning.