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Level Design Theory Gameplay is actually the aspect of the game over which level designers have the least control. Sure, defining the space in which to fight is critical to gameplay, but if we have one law in Level Design, it is that Space is inherently useful. Beyond that, gameplay is mostly created by coding; the movement, AI, weapon array, and the physics of interaction play a significant role in making a game play well. So Level Designers focus on Flow, that is, making their layout interact with the appropriate pacing and freedom of movement. But what dictates Flow? Every player uses a need-based thought process to assess where they would like to go. This process is called Wayfinding and is the reason a great level works. The following article examines signage, narrative, identity, and meaning as they relate to wayfinding and the gaming experience.
In the future, I might add an article which incorporates more specific ways to define space both with your design and with other ideas introduced above. However, the scope of these ideas really lends well to a book, so it may be that the above article is all I publish onsite, and I'll save the rest for a book. Gotsta pay those bills.
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Please note that all the ideas and designs found on this website are the intellectual property of Andrew Monroe, and may not be used without proper citation and written permission from the author/designer. These ideas and designs are my life's work and I will have no misgivings about their authenticity or ownership. |