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Principles of Effective Level Design

The document outlines 10 principles for good level design in video games. Good level design should be fun to navigate, tell an implicit narrative through the environment, teach the player new mechanics throughout the game, empower and surprise the player, allow player control over difficulty, be efficient, create emotion, and be driven by the game's mechanics.

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Rija Choudhry
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0% found this document useful (0 votes)
19 views1 page

Principles of Effective Level Design

The document outlines 10 principles for good level design in video games. Good level design should be fun to navigate, tell an implicit narrative through the environment, teach the player new mechanics throughout the game, empower and surprise the player, allow player control over difficulty, be efficient, create emotion, and be driven by the game's mechanics.

Uploaded by

Rija Choudhry
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Level Design

To conclude, here are the 10 principles, summed up in my poor imitation of Rams’ succinct, simplistic
style, for quick and easy reference when building your [Link] level design...
 
 Is fun to navigate – It uses a clear visual language to guide the player along the primary
path, and creates interest through verticality, secondary paths, hidden areas and maze
elements.
 Does not rely on words to tell a story – Aside from the explicit narrative called out by
story and objectives, good level design delivers implicit narrative trough the environment, and
provides players with gameplay choice from which to create their own emergent narrative.
 Tells the player what to do, but not how to do it – It makes sure mission objectives are
clearly communicated, but lets players complete them any way they like, and, where feasible,
in any order.
 Constantly teaches the player something new – It keeps the player engaged by
continuously introducing new mechanics all the way through the game, and prevents old
mechanics from becoming stale by applying modifiers or reusing them in unusual ways.
 Is surprising – Classic Aristotelian pacing is not always appropriate for an interactive
medium, and it is not enough to simply pace all your levels to the standard “rollercoaster”
model.  Good level design is not afraid to take risks with the pace, aesthetics, locale and other
elements to create an experience that is fresh.
 Empowers the player – Videogames are escapism and, as such, should eschew the
mundane.  Furthermore, good level design reinforces players’ empowerment by allowing them
to experience the consequences of their actions, in both the immediate, moment-to-moment
gameplay, and in the long term, through the holistic design of all levels.
 Allows the player to control the difficulty – It gears the main path toward players of basic
ability, presenting advanced players with optional challenge through clearly communicated
opportunities of risk and reward.
 Is efficient – Resources are finite.  Good level design creates efficiencies through modularity,
bi-directional gameplay and integrated, exploratory bonus objectives that make use of the
whole play-space.
 Creates emotion – it begins at the end, with the desired emotional response, and works
backwards, selecting the appropriate mechanics, spatial metrics  and narrative devices to elicit
that response.
 Is driven by the game’s mechanics – above all, it showcases the game’s mechanics
through the medium of the level, to reinforce the uniquely interactive nature of videogames.
References

Ten Principles for Good Design - Dieter Rams


A Theory of Fun - Raph Koster
DICE 2012 Keynote Address - Todd Howard
Beyond Pacing: Games Aren't Hollywood - Jacek Wesolowski
Fun and Uncertainty - Alex Mandryka
Motivation and Personality  - A.H. Maslow
The Metrics of Space - Tactical Level Design - Luke McMillan

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