What makes a good level design?
Hey everyone, This is my first post and I wonder if you can help I am currently writing my disseration on Level design and what makes a game level good? I would very much appreciate any input you could give me on what you believe makes a level good or bad. I also have a survey set up to gain research at https://survey.rave.ac.uk/survey/entry.jsp?id=1200778853089 so feel free to visit and answer some questions, it is quite short and I will be happy to share my results when my dissertaion is complete. Thank You.
Hey, hope I can help ya.
First of all, the design must be functional. A good level is one that makes sense within itself and within the entire game.
Secondly, the level must challenge players in a way that is not overly frustrating. The player must feel that if he fails, it's his/her fault, and not the level's. The challenge also has to increase according to the player's skills. It's not a level per se, but the final tiers in Guitar Hero III are way, way harder than the rest. The game suddenly get a lot harder.
Enemy placement is a part of the challenge. Endless swarms of enemies work well in some games; in others, not so much. There needs to be a pause for the player to rest, or a checkpoint, something like that. Checkpoints are good because they're an easy way to track the player's progress in a level.
Also, a good level design rewards players for exploring the level more than it is required. A power-up, more ammo, health kits, etc. are a nice way to keep players exploring future levels, searching for more stuff.
Above all, the level has to be fun. Actually, it being fun is a result of good design, ain't it? ;)
First of all, the design must be functional. A good level is one that makes sense within itself and within the entire game.
Secondly, the level must challenge players in a way that is not overly frustrating. The player must feel that if he fails, it's his/her fault, and not the level's. The challenge also has to increase according to the player's skills. It's not a level per se, but the final tiers in Guitar Hero III are way, way harder than the rest. The game suddenly get a lot harder.
Enemy placement is a part of the challenge. Endless swarms of enemies work well in some games; in others, not so much. There needs to be a pause for the player to rest, or a checkpoint, something like that. Checkpoints are good because they're an easy way to track the player's progress in a level.
Also, a good level design rewards players for exploring the level more than it is required. A power-up, more ammo, health kits, etc. are a nice way to keep players exploring future levels, searching for more stuff.
Above all, the level has to be fun. Actually, it being fun is a result of good design, ain't it? ;)
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