Level Design Book
Level Design Book
Level Design
Rudolf Kremers
A K Peters, Ltd.
Natick, Massachusetts
Cover illustrations courtesy of Alex May
CRC Press
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Preface ix
Introduction xiii
vii
viii Contents
I hope that in finishing this tutorial you will be well on your way to
creating worlds of your wildest dreams . . . or nightmares.1
As in many endeavors of this kind, much of this book comes from personal moti-
vation and circumstances. I have tried to keep reference to those out of the main
text but I would like to acknowledge them somewhere in the book. I guess that
is why the preface was invented. Here, then, are some of the personal aspects of
why and how this book came to be.
On Level Design
One of the many beautiful things about level design is that it is an almost all-
encompassing field. There aren’t many creative interests and expressions that
cannot find a home in level design, yet it remains a unique profession with its
own rules and quirks, and there are few jobs in games as satisfying or important
as that of a level designer.
It is, however, a very young profession, and because of its youth, it is often
misunderstood or misrepresented, which is regrettable. A good level designer
can have as much impact as a good screenwriter or director, a great artist or mu-
sician. Those are vocations that people aspire to and recognize as being benefi-
cial to society as a whole.
Video games have not yet come this far. Many people still look surprised to
even hear video games mentioned in conjunction with other, more established
art forms, although this is slowly changing. Perhaps one day this mistrust of vid-
eo games as a medium that can compare to other art forms will be quaint and
slightly amusing. Hopefully on that day this book will still be in print and the
words you have just read will seem odd and out of place.
1
Worldcraft 1.6 Tutorial, available at http://hosted.planetquake.gamespy.com/world-
craft/tutorial/index.shtm, 1997.
ix
x Preface
Either way, regardless of being greeted with a cheer or a puzzled face, being
able to work or have a career as a level designer should be something to be im-
mensely proud of. I certainly am.
of other people; I certainly have done it many times myself. It is just a logical
consequence of working in a creative field where there is not enough support at a
core level for people who already have limited time and are under much pressure
to perform. This is one of many reasons why I believe there is a great need for a
book that provides strong conceptual foundations, formulates working theories
and, crucially, shows how to apply these in practice.
After learning about my craft the hard way, like other level designers, through
self-training on the job, I realized that most of the hard-earned lessons in our field
stay isolated from other level designers. The people most likely to hold the right
answers to difficult level design questions posed in practice are often too busy
working on their next game, while people outside of games don’t have enough
exposure to the hard reality of commercial or practical game development. This
is why I have set out to write a book that bridges this gap between theory and
practice, useful to people on either side of the spectrum—a book that will still
be relevant as a work of reference or as a practical guide many years after be-
ing published. I wanted to write a book that uses a conceptual and theoretical
foundation to build a set of practical tools and techniques that can be universally
applied within the field of level design. Or, to put it more simply, I have tried to
write the book that wasn’t available to me when I first started as a level designer.
Hopefully it will fill that role for some of the readers.
I must also mention Neemo the courageous dog, Tom the wonder dog, and
Billy the naughtypuss.
Finally, thanks to all the people who create the levels that inspire me every
day.
Introduction
Level Designers
Naturally, it is important that this book is useful to level designers. The book is
written in such a way that it should prove useful to both inexperienced and vet-
eran designers alike. I made a conscious choice to mainly focus on level design
as opposed to level construction.1 It is important to make that distinction, as level
design is a universal field, whereas level construction is technology dependent.
Too often have I come across texts that claim to be about level design but read
more like a technical instruction manual for some 3D software application. This
is only a useful approach for those people who will be using the same technology
as the author of that text.
Instead, I have done my best to make the book as much about level design
as possible, ignoring platform- or technology- or level-construction-specific is-
sues. The book is based on the assumption that design knowledge has to come
first. The way in which vertices are manipulated in a 3D mesh or how entities are
placed in a level editor is so dependent on unpredictable technical factors that
they are best tackled outside of the context of this book.
What this book will do, however, is cover material that teaches and informs
level designers of all levels of expertise what to aim for in their designs, why they
should do so, and how to achieve those goals in as many diverse situations as
possible.
1
Or production.
Introduction xv
Nonetheless, this still only scratches the surface of the vast amount of
knowledge that is relevant to level design. The book, therefore, could be used as
a stand-alone text as well as a base for even more detailed course material.
The practical2 aspect of the book provides an invaluable tool for assessing
the progress made within a course. Since the material covered always has a final
practical application, it is always possible to test the knowledge acquired against
the harsh realities of real-world level design scenarios. This provides scope for
benchmarking as well as the added advantage of providing real training and
preparation for actual industry work.
Organization
Whichever way you choose to read the book, it may be useful to understand
the way the book has been structured. For this purpose a short summary of the
chapters and parts of the book follows.
The main body of the book is organized into parts, then chapters, and then
sections. Parts are thematically related: they handle areas of interest that can be
seen through the filter of a general theme. The chapters handle more distinct ar-
eas of interest and cover specific subjects. The sections break the subjects down
into three important aspects: concept, theory, and practice.
2
The sections dealing with level design practice especially.
xvi Introduction
Concept
In these sections I will identify a large number of concepts, by which I mean any
topics and areas of interest related to fundamental elements of level design. These
are topics that anybody involved in level design will encounter at one point or
another and are worth exploring. The concept section of a chapter presents the
reader with a short essay or exploration that examines a specific topic that in
some way matters to level design. These essays will mainly deal with high-level
principles and ideas that take inspiration from sources as diverse as general psy-
chology, language studies, other art forms like film or literature, or anything else
that is relevant to the topic.
Through examination and analysis that goes beyond the limited framework
of video games, the concept section will lead to a number of general findings.
Theory
The theory sections will take the general findings from the previous section and
show what relevance they have when they are applied directly to the field of level
xviii Introduction
design. It will show that, through this process and through general extrapolation,
it is possible to arrive at a number of logical conclusions that can be useful and
relevant to specific level design theory.
These sections will demonstrate that these theories can be applied to all
kinds of different level design situations, largely irrespective of genre. In other
words, they are fundamental to level design.
Practice
Finally, in the practice sections of the book, the level design theory of the previous
section will get exposed to real-world practical examples. At this stage the subject
matter becomes one of practical application and will be much more specific than
before.
These sections will document numerous examples of typical level design
situations or scenarios and show how they benefit from the conclusions of the
previous sections. By using a wide and diverse range of examples, they will show
how useful it is to be able to apply universal techniques and theories to real-
world level design situations.
I will give practical examples on many level design situations, some of
which will be drawn from existing levels, sometimes my own work, or will be
completely new scenarios. We will look at examples from as many diverse genres
as possible, including puzzle games, 3D action adventures, first-person shooters,
2D platform games, and many more.
The key point is that by using the lessons learned in the concept and theory
parts of the books, it is possible to apply solutions to level design questions in
almost any game genre or situation.
Goals
Finally, I would like to explain something about my general philosophy on books
like this one. I do not expect the reader to agree with all my assertions and opinion
in this book. I think it is futile to even try to do this, especially in a field like level
design where there is still so little consensus in some of the key areas of interest.
What I am trying to offer instead is a book that gives the reader a number
of useful tools to work with. This includes tools for examining the subject itself,
tools to form or study theories, and tools for applying knowledge in practical
and tangible situations. I firmly believe that an informative approach, rather than
a dogmatic one, works best.
Within that spirit I hope that the reader will find it a useful and empowering
work, and that it will open doors or avenues that may have been left unexplored
otherwise.Giamcon henim do ex ecte facin volum vulputatum iriurer aesendi
Introduction to Level I
Design
mige_Waage.png, 2009.
1
Game Design vs. Level
Design 1
I t is often asserted that level design is a subset of game design. This is mirrored
in the game industry, where, at the time of writing this book, level design
does not have the same status as game design, and often, level designers have
to aspire to game design roles to progress in their career. The pay grades within
the industry enforce this bias, as well; a game designer will typically earn more
money than a level designer. This situation is very unfortunate and based on a
number of misunderstandin gs or misconceptions. Among these are that game
design “trumps” level design, or that level design work is somehow subordinate
to, or simpler than, game design. This assertion misses an important aspect of
level design: it should not be underestimated how much of an impact level de-
sign has on a game. It is a well-known truism that:
Bad level design can ruin a good game.
If this is true (it is), the impact of a game’s level design is as strong as that of the
game design. Conversely, we can therefore say:
A bad game cannot be saved by good level design.1
The two statements seem to put level design and game design on somewhat
equal footing, at least in terms of impact on the development of the game itself.
It is clear that game design and level design are not the same discipline. How-
ever, they clearly cannot exist without each other. There is an interrelationship
at work that operates on a deep and fundamental level. It is useful to try to find a
way to interpret both fields and show how they are interconnected and what sort
of relationship they form. To make this possible, we must have a look at the basic
function that both fields perform.
1
Although it can be argued that good level design can make a mediocre game enjoy-
able.
3
4 Introduction to Level Design
Definitions
One of the most famous definitions of game design is the one from Sid Meier
that states that:
A game is a series of interesting choices.
Further explanation of “interesting” often includes the following qualifiers:
• No choice should be consistently better than the others. (Or it would make
the other choices uninteresting or redundant.)
• The choices shouldn’t be the same. (It becomes meaningless to differentiate
between choices.)
• Choices must be informed. (Lest they become arbitrary or random.)
On the surface, this rings true. People are easily engaged in gameplay when they
are mentally challenged in an interesting way, especially if this is done in such a
Game Design vs. Level Design 5
way that the player stays engaged. Chess, for example, keeps the player engaged
by the multitude of options available, made interesting by the far-reaching stra-
tegic and tactical consequences within the game. Unfortunately, this description
of a game or gameplay is not all-encompassing; it simply doesn’t always apply,
something that I am sure Sid Meier himself would agree with.
Jesper Juul offers this:
But some games do away with interesting choices altogether. The
object of the music/rhythm games Dance Dance Revolution and Vib-
Ribbon is simply to hit the right buttons on the PlayStation controller
or dance mat at the correct time. These games do in fact not contain
any interesting choices whatsoever - but performing the non-interesting
choices is marked by some other form of enjoyment, namely that of
being in time with the music. They are still enjoyable games, which goes
to prove that interesting choices is not all there is to it.2
Unfortunately, within the field of game design, both in a practical professional
sense, as well as within the academic realm, there is no clear consensus on the
nature of game design, partially because it is hard enough to find agreement on
what it is that constitutes a game! To illustrate this point further, when I started
to research game definitions for this book in the hope to shed some light on the
topic, I found, much to my irritation, that I couldn’t find much overlap between
differing viewpoints. Instead, many views were contradictory, even when they
tried to incorporate as many “accepted” elements as possible. Several people
who have spent more time than me trying to define games have commented on
this.
Katie Salen and Eric Zimmerman, in their book “Rules of Play,” formally
compared eight notable definitions or descriptions of games and put the defin-
ing characteristics in a comparative grid. This is one of their conclusions:
All of the authors except Costikyan include rules as a key component.
Beyond this there is no clear consensus.3 Although 10 of the 15 elements
are shared by more than one author, apart from rules and goals, there is
no majority agreement on any one of them. (Emphasis mine.)4
2
Jesper Juul, “Just What Is It That Makes Computer Games So Different, So Appealing?”
IGDA The Ivory Tower, April 2003, available at http://www.igda.org/columns/ivory-
tower/ivory_Apr03.php.
3
Nonetheless, the authors then proceed to create a definition of games that is easy to
disagree with.
4
Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press,
Cambridge, MA, 2004, p. 93.
6 Introduction to Level Design
Perhaps a definition of games is too much to ask for, as it is clear that it can-
not be unambiguously captured within a single concept. The same is true for the
concept of play, which is very much related, of course. It is, however, a topic that
is unsurprisingly, discussed as fiercely as that of game definition. Unsurprisingly,
because gameplay is the logical consequence of a game, and therefore they seem
to be aspects of the same thing, leading to the same disagreements. Isn’t it fair to
say that games cannot exist without gameplay? It is clear that play is central to the
experience. But is it the defining element? It is, according to some game research-
ers who argue that exact point. But what of other elements often represented
within games? For example, what of the narrative elements present in many game
types? Once again, disagreements or lack of consensus come to the fore.
5
Narrativism is also often referred to as narratologism.
6
A scholar active in the field of artificial intelligence, among other things, and one of the
authors of Façade, an experimental interactive drama (Façade can be downloaded here:
http://www.interactivestory.net/).
Game Design vs. Level Design 7
Even though the dust has now settled a bit, it is worth reflecting on how difficult
matters of definition can be, and game-related definitions are notoriously hard,
by any standard.
External Goals
Since we are looking at matters of function and purpose, we should look at game
design’s external goals. If we know what game design is supposed to achieve, we
have a much better idea of game design function. External goals are as funda-
mental as describing what something is for, and how this is achieved. Let’s take a
real world example: a chair’s design, and use it as a simple test case.
A chair’s design is subject to many requirements, but the main identifiable
goal is to allow a person to sit on it. An observation that may be banal in its sim-
plicity, but one that needs to be noted, nonetheless.
This basic goal leads to other related requirements that describe what the
chair has to be:
• strong enough to take the weight of most people,
• stable,
• affordable,
• moveable,
• aesthetically pleasing.
At this point, a designer comes in and starts to formulate these external goals
and requirements in a number of functional designs. Regardless of the content
of those designs, the design’s function or purpose is partly described by these
external rules.
The same principle occurs in game design. The basic function of a game de-
termines the game design’s function. So a first step in game design is to correctly
identify the game’s external goals and to interpret those in such a way that they
get represented well in the game’s rules.
This means, for example, that a game whose defining external goals are of a
commercial nature will end up radically different from a game whose external
goals are centered on delivering, for example, a disturbing artistic narrative.
If we decide that the main defining external goals are simply aimed at game-
play and profit, and if we apply the chair analogy to a game, we could state that
the game exists in order to provide a fun and profitable gameplay experience.
This then leads to other related requirements that describe what the game
has to be:
• pretty,
• easy to learn,
Game Design vs. Level Design 9
• hard to master,
• of sufficient quality,
• showcase high production values,
and so on.
It is important, however, not to confuse these with the game’s internal or
intrinsic goals.
Gameplay Goals
It has been noted earlier that a defining feature of most games is that they have
goals. These are the level design or general gameplay objectives that the game
itself presents to the user. We encounter these all the time, and it is easy to name
typical examples. Take the following list of player objectives:
• Attain the high score.
• Unlock the dungeon.
• Defeat the boss character.
• Win the race.
• Score more goals than your opponent.
• Explore the environment.
• Shoot the enemy soldiers.
Most gameplay is driven by these kinds of explicit objectives and motivations for
the player, a fact that is hardly controversial. To the level designer, however these
goals must be designed. And in order for them to be designed, they need to have
a logical source or reason to be included in the levels. This reason is generally
found in the game’s internal or intrinsic goals.
Internal goals
These are similar to a game’s external goals, insofar as they describe high level
goals from which we can derive gameplay requirements. The difference with ex-
ternal goals lies in the fact that internal goals govern the high level goals that are
directly related to aspects of the game and gameplay itself, as opposed to external
factors. They tend to cover things like the following:
• Empower the player.
• Teach the player how to have fun with the game.
• Don’t break the player’s suspension of disbelief.
• Give the player a sense of achievement.
• Reward the player for exploration.
• Provide addictive, fun gameplay.
10 Introduction to Level Design
We will look in more detail at these kinds of goals and how they fit in a develop-
ment and level design hierarchy in Chapter 3.
Rules
A fundamental aspect shared by most, although not all, video games, is that they
adhere to a formal set of rules. Games without rules can exist, but they are ei-
ther very abstract in form, or function more on the level of toys. Nonetheless, it
cannot be denied that by far the majority of all games, not just video games, are
based on or reliant on a formal set of rules, often predetermined, that the player
has to follow in order to successfully play the game.
Some people go even further and argue that games cannot exist without
rules:
Rules are what differentiate games from other kinds of play. Probably
the most basic definition of a game is that it is organized play, that is to
say rule-based. If you don’t have rules you have free play, not a game.
Why are rules so important to games? Rules impose limits—they force
us to take specific paths to reach goals and ensure that all players take
the same paths. They put us inside the game world by letting us know
what is in and out of bounds.11
However, this construction of formal game rules is completely abstract until ex-
ecuted in play. This is similar to theater, where the actual play does not exist until
the performance takes place. The text of the play can be read in its own right, of
9
Suggestions for a less pompous term are welcome.
10
Chapter 3, “Level Design Goals and Hierarchies,” will cover these subjects in much
more detail, focusing both on external and internal goals and how they relate to level
design.
11
Marc Prensky, Digital Game-Based Learning, McGraw-Hill, New York, 2001, p. 14.
Game Design vs. Level Design 11
course, but the actual theatrical play only takes place during the performance.
The same is true for games. Although a game’s design may be able to formalize
the rules of the game, until actual play occurs, this design is unfulfilled, and in
many ways the game itself is incomplete. Game design facilitates play by design-
ing rules under which play can occur.12
12
It is also good to note that just facilitating play is not enough to guarantee a good game.
12 Introduction to Level Design
Ultimately, a game designer is the person who determines the rules by which
a game is formulated, in order to achieve the goals for which it is created. And in
some ways, a good game designer is one who is good at determining what rules
are appropriate for the desired gameplay.
A game design is a coherent set of rules that formalizes a game’s content in such
a way that it facilitates appropriate gameplay, in order to achieve the game’s funda-
mental goals.
Sports
Almost all sports take place within defined spaces. And, more importantly, most
sports take place in designed spaces. At some point in time, somebody actually
decided on the dimensions of a soccer field, the size of a hockey goal, or the
placement of hurdles in an equestrian15 course. How these original decisions by
proto-level designers were made we don’t always know, but it is clear that they
allow for an important function of sports: competition. In order to compete un-
der fair terms, their design allows a level playing field. (A term that sounds much
like a video game level to me.) A sporting field or environment usually cannot
be altered or bypassed by the participants of the sport. It is literally against the
rules, and the offender typically gets punished heavily or even disqualified from
participating further.
Board-game layouts
Board-game design is even closer to level design for video games, partly because
it allows the creation of an abstract representation of an environment. There is not
always a need to create a field of even grassland with play zones demarcated by
chalk lines, or to run divisions of soldiers through complex tactics and strategy
drills out in some field, if a similar effect can be created by an approximation or
an abstraction in the form of a board game. Chess, for example, is a good case;
the game portrays warfare and enhances strategic thinking, despite using a play-
ing area that is rather abstract.
Furthermore, board games provide scope to introduce elements of the
fantastic into play. In the context of a board game, it is fine to teleport players
through the world, or to introduce mythical monsters as adversaries. A board
game can introduce elements of chance (pick a card) and encourage the use of
avatars.16 Many of these choices are affected by the board’s layout, which had to
be designed at one point in time. Literally thousands of board games have been
designed through the years, and the inherent level design choices that were
made provide a rich source of information. They are especially interesting from
a historic point of view, because they go back many hundreds of years.
14
I do encourage people to do some of their own research in this area.
15
Am I the only person who thinks of a platform game when these horses jump?
16
A game piece that represents the player.
14 Introduction to Level Design
A good exercise for budding level designers would be to choose any board
game, try to find out why the board was designed the way it was, and try to im-
prove on its design. This is a guaranteed way to improve as a level designer17 and
as a byproduct is likely to teach some appreciation of board game designers, as
well.
Pinball machines
Another beautiful example of proto-level design can be found in pinball games.
The basic rules of pinball games can be summed up on the back of a napkin. As
a set of rules describing a game, there really isn’t much to it. Yet many hundreds
of iterations of such games have successfully persuaded players all over the world
to feed them coins. There are a huge number of pinball tables whose layout and
content design, or in other words, their level design, showcases new and success-
ful interpretations of those old and basic rules. The player still controls flippers,
the table is still slanted so the ball rolls down, and the game offers three “lives” to
earn a maximum amount of points.
Yet there is no shortage of unique and wildly differing pinball tables. To-
gether, they provide an interesting and enduring example of an interactive game
type that predates video games.
designed adventure, really bring it to life, providing the other players with an
extremely compelling play experience.
Key to this, though, is the earlier prepared adventure, which functions as a
perfect example of a level design outside of video games. The dungeon master
or independent designer takes on the role of level designer because he or she
ends designing the in-game encounters and dramatic occurrences that define
the player reactions in the game. Although often maligned as an activity, Dun-
geons and Dragons pioneered a fascinating new way of playing deeply immersive
games. This was borne out by the huge number of players who since have bought
the games and associated products, the countless other similar games that have
since become successful, and the countless tie-in products sold. But ultimately
for the purpose of this book, this provides an interesting example of alternative
level design.
Summary of Views
We have heard that level design has to take all the disparate elements in a game
and make them gel, that level designers are responsible for the implementation
of the game, and that levels are where the game takes place. These observations,
combined with what we have learned from historic examples of level design,
provide us with something we can draw some initial conclusions from, and give
us some guidance into what to examine next.
Codependency
It should be clear by now that level design and game design are not the same
thing. It has also become clear that they are codependent and interrelated: one
is useless without the other. Most games are unfulfilled without some kind of
level design, while level design is an interpretation of a game’s rules. Because of
this codependency, it is very important to realize that we shouldn’t study one
without studying the other. To understand level design we have to understand
game design. How can we interpret a game design without knowledge of it? And
conversely, how can we define rules for an experience we do not understand?
Area of Responsibility
These observations on level design’s function or matters of definition are not
unimportant or abstract. If we ourselves don’t understand the nature of our work
it will be impossible to confidently defend it. This isn’t always achieved by the
content we create, although that is obviously of the utmost importance. We need
to be able to explain to others (as much as to explain to ourselves) why we made
those choices in the first place. As often as not, we need to be able to make clear
and defensible choices from the get-go; to do this; we need to know within what
area of responsibility we work. It is helpful to be able to work from within a clear
framework and to be able to say what the function of our work is and what ar-
eas it covers. This furthermore allows us to create clearly defined goals for our-
selves, a theme that will be further explored in the imaginatively named Chap-
ter 3, “Level Design Goals and Hierarchies.”
22
Is a written play superior to its theatrical performance?
Teaching Mechanisms
2
W e have established in the previous chapter that: “level design is applied
game design.” This tells us something about the function of level design,
but it does not give us enough information on the core content that a level de-
signer needs to provide. This leaves important questions unanswered. What are
the intrinsic internal workings of level design, as opposed to its external goals?
What is it that we are trying to do in the context of the game?
We already know how closely game design and level design are intertwined.
If we examine both at the point where they overlap the most, we start to take a
look at fundaments of gameplay. In order to define the nature of level design, we
will have to define the nature of gameplay, and how it relates to level design.
The following three sections provide a detailed examination of these mat-
ters. They also provide a preview of the methodology used later in this book,
where a given subject is examined through chapters covering the subject’s ba-
sic concept, how it applies to level design theory, and what applications it has in
practice.
Concept
The Nature of Gameplay
Anybody who has spent any time around animals, perhaps a pet dog or a cat,
knows that they are very playful creatures. It is very easy to start playing a game
with them on the basis of rules that are surprisingly easily understood.
• Catch the ball.
• Retrieve the stick.
• Let’s pretend my hand is prey!
• Obstacle course!
19
20 Introduction to Level Design
1
If we take a moment to think about this, it should be apparent how truly extraordinary
this is.
2
See Raph Koster’s book, A Theory of Fun for Game Design (Paraglyph Press, Scottsdale,
AZ, 2004), for similar sentiments.
22 Introduction to Level Design
this concept and approached it from differing angles have come up with similar
conclusions. Currently, a reasonable amount of data has been collected to sup-
port these findings, and more is uncovered on a regular basis.
Researchers suggest that social play may safely teach young the skills
they will later use in aggressive social competition. However, such
play may also simultaneously strengthen social bonds between group
members, a process that serves to limit the amount of actual aggression
between group members.
If social play can mirror real aggression in appearance, what then lets
animals know that their partners are only playing? Animals, it turns
out, communicate playful intentions with certain stereotyped signals.
The most widespread play signal is the play face, a relaxed, open-mouth
expression seen in many mammal species, used virtually from birth.
The human smile almost certainly evolved from this ancestral trait. If
someone smiles or laughs while hitting you in the arm, you realize that
his or her intentions are very different than if he or she is frowning, with
a tightly closed mouth.7
More and more studies and articles are appearing that explore gameplay for edu-
cational purposes. Consider the following example:
Games[‘] greatest potential is that they’re worlds in a box. They allow
you to create a world that somebody can be in and take on an identity.
People learn most deeply when they take on a new identity that they
really want. Let’s say I really want to know what it’s like to be a biologist
of a certain sort. I really want to know what it’s like to feel that way, to
value that way, to talk that way. I can do that now. I can be in that world.
That’s going to be a deeper form of learning.8
A whole subgenre called serious games has appeared recently, which heavily relies
on the educational aspects of gameplay and uses them specifically with the con-
text of educational games.
Concept Summary
Our findings have taught us that from a very young age, human beings are pre-
disposed towards playing games, just like many animals, in order to learn impor-
7
Alex Hawes, “Jungle Gyms: The Evolution of Animal Play,” National Zoo| FONZ,
http://nationalzoo.si.edu/Publications/ZooGoer/1996/1/junglegyms.cfm, 1996.
8
Joel Foreman, James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Saw-
yer, “Game-Based Learning: How to Delight and Instruct in the 21st Century,” EDU-
CAUSE Review 39:5 (September/October 2004), pp. 50–66.
Teaching Mechanisms 25
tant survival skills, in a safe environment. It may even be hardwired in our brains,
and we are rewarded with pleasure if we engage in playful behavior. We call this
pleasurable feeling fun. Related to this predisposition towards gameplay is our
ability to easily and readily suspend our disbelief, when confronted with virtual
experiences.
Games can be considered a teaching mechanism. One of their most important
purposes is to teach vital life lessons through gameplay. This concept of educa-
tional gameplay, from a biological point of view, is far-reaching and fundamental
to us as human beings. It is literally a part of our behavioral makeup for reasons
of survival, and understanding the processes at work is vital to our understand-
ing of level design. Many of the same underlying mechanics at work with regard
to play and traditional games apply to level design. Gameplay and educational
processes can form a natural match, examples of which can be found in new
gameplay-based educational programs, serious games, and scientific literature.
Nonetheless, it is important to keep in mind that evolutionary play is a very
controversial subject, and to this day, arguments in favor and against are still de-
bated.
Explanations of play that involve either proximate or ultimate cause,
or both, are common in the literature. However, though evolutionary
explanations—and hence ultimate explanations—of play pepper the
literature, their success in answering the question, “What is play for?”
has been limited.9
Nonetheless, play as a teaching mechanism provides a worthy area of knowledge
for level designers to dip into. There is much useful data there to link to level
design theory.
Theory
If we are predisposed to gameplay because it teaches us survival skills, it stands
to reason that we examine the teaching aspects of this concept further. The idea
that games can be seen as a teaching mechanism, born out of biological or evolu-
tionary necessity, is certainly interesting. Based upon our finding so far, we can
formulate the following statement:
9
Garry Chick, “What is Play For? Sexual Selection and the Evolution of Play,” keynote
address presented at the annual meeting of The Association for the Study of Play, St.
Petersburg, FL, February 20, 1998.
26 Introduction to Level Design
game? Where are the most enjoyable sections to be found, which weapons pro-
vide the best results, what creatures are most fun to play with, and which skills
should the player train first? All these questions present a teaching dialogue be-
tween level designer and player.
Inappropriate Gameplay
When we teach the player how to play the game at its most effective or its most
enjoyable, it is expected that those lessons are meaningful. Players implicitly
trust the game to teach them techniques that are consistent and trustworthy
throughout the game.
It is therefore important for us as level designers not to betray that trust, and
to create gameplay scenarios or puzzles not only for their own sake,11 but also in
context of the gameplay appropriate to the game as a whole. To put it simply, if
possible, we should not create situations where the player’s skills are useless.
For example, we should avoid situations that arbitrarily or in an unan-
nounced way deviate from the needed skill set and require something from the
players that they have never been taught.
This lesson is easily (and often) forgotten. A typical example is found in boss
fights12 that don’t use taught gameplay skills—and they are rife in game levels.
Please be aware of pitfalls in this regard.
11
Although there is place for discreet isolated puzzles, or even games dependent on
them.
12
Boss fights are climactic fights between a player and an extra-powerful computer con-
trolled opponent.
Teaching Mechanisms 29
Success Strategies
From a player’s point of view, a video game needs to be worth playing. The ac-
tions a player takes while in the game need to include gameplay that is some-
how rewarding to the player, especially if linked to progression within the game.
There are strategies available to the player that result in an enjoyable progres-
sion. Part of the fun of a video game is finding out what they are and perfecting
them.
From the player’s point of view, this is central to being taught how to enjoy
the game. To players, a game is an entertainment device over which they have
control. Learning how to manipulate this device in order to yield maximum fun
is imperative to good level design. To learn this, a player has to determine which
strategies of play yield the best results. A success strategy in that context is defined
as a strategy that produces a fun gameplay experience.
These success strategies can be formal in nature, requiring predescribed so-
lutions to gameplay questions. For example, this occurs when a player has to
progress through a level by following a specific path, determined by the level
designer.
Alternatively, success strategies can be informal, defined by the players
themselves. Good examples of this can be found in games where players can
devise their own enjoyable gameplay through nonprescribed interaction with
the game’s environment. Although less explicit than formal strategies, this kind
of freeform play can still be encouraged through good level design.
Teaching Mechanisms 31
Dos
Let’s start with some recommended approaches.
Positive reinforcement
If at all possible, make sure players are actively rewarded when they pass a skill-
test or successfully progress through a challenging gameplay scenario.
When players are taught that there are very positive consequences for suc-
cessfully navigating the game, they will become eager to engage with it.
Don’ts
We also need to be careful to avoid some problems. The following examples are
situations to look out for:
16
David Hodgson, Half Life 2: Raising the Bar, Valve/Prima Games, Roseville, CA, 2004,
p. 277.
Teaching Mechanisms 33
Theory Summary
There is a direct and useful link between level design and the educational aspects
of gameplay. Level design can be seen as a vehicle to teach the player among
other things, how to play and enjoy the game. Gameplay, and by extension level
design, functions as a teaching mechanism. The techniques and strategies that
can be derived from this conclusion cover almost every aspect of gameplay.
There are too many ways to employ this knowledge to focus on individually.
This chapter has identified a number of important ones, and future chapters will
explore even more.
Practice
17
The ability to act in the world.
34 Introduction to Level Design
of teaching the player something like this is by making absorbance of the lesson
a condition for progress.
The two aspects can be combined in a discreet level design scenario that is
very useful in many circumstances.
Game Genre
The technique is suitable for any game where progress can be halted if a game
mechanic is not yet mastered (either naturally, or by scripted means).
Goals to Achieve
• Showcase a natural way for the player to pick up skills through gameplay
actions in level design scenarios.
• Make sure the player cannot progress unless they have been taught how to
use the new skill.
• Teach new skills in a controlled setting.
Description
(Example type: Original/general)
If a level designer wants to make sure that players pick up a certain level of profi-
ciency when introduced to a new gameplay mechanic, he or she can consider the
use of a skill gate in a locked-off gameplay arena.
Such a setup is realized by establishing a dead-end area where the player
finds or is introduced to a new gameplay mechanic. This can be a new skill or
perhaps a new item that is to be used throughout the game from then on. Imag-
ine a player needing to jump down one-way drops (too high to jump back up)
all the way to the bottom of a ravine. Once at the bottom, the player is trapped
there unless they can find a way to backtrack along the path they just used. If
the player is then confronted with a new skill—for example, an increased ath-
letic ability—he can now practice that skill by using the new athletic ability to
travel back along his original route. This will only be possible if the player be-
comes proficient enough with the new athletic capabilities to be able to scale the
heights that were prohibitive before.
The designer can include extra difficult areas off the main path, filled with
rare collectables, to encourage the player to exercise and practice the new skills
even further. By the time the player has left the ravine, she will have learned the
new skill—or would not have been able to escape—and have been given the
opportunity to find extra rewards through extra efforts, showcasing that the new
skill is enjoyable and useful.
Teaching Mechanisms 35
Further Notes
This technique is extensively used in Nintendo’s “Zelda” games. Upon the intro-
duction of a new skill, the player is typically confronted with a use for that skill
close by.
There are many more ways that these skill gates can be part of a teaching
mechanism. A puzzle may need to be solved before the player receives an item
that unlocks the next area of the game. A creature needs to be defeated by using
a specific gameplay mechanic to its full potential. A locked dungeon may have to
be cleared of enemy creatures before it unlocks. Game history is full of further
examples that can be adopted for new level designs.
A further advantage lies in the fact that, since the player is guaranteed to
have learned the skill at the end of the gameplay scenario, the level design can
now take this into account.
Game Genre
The technique is suitable for all games that allow the level designer to create an
observable sequence of gameplay-related actions.
Goals to Achieve
• Introduce a new enemy into the level, at a safe distance from the player.
• Show conditions in which it becomes a threat.
• Demonstrate the severity and nature of the threat.
• Show to the player what tactics work against the enemy.
• Give the player a chance to practice this in a safe setting.
Description
(Example type: Original)
A classic scenario in level design is found in the introduction of a new enemy in
the game. If this encounter is of sufficient importance and the level designer has
36 Introduction to Level Design
time to turn the encounter into a mini set piece, it can be turned into a scripted
teaching mechanism. By showing how the creature reacts or how the creature
can be defeated through the actions of others, the player can learn and strategize
without being directly exposed to any immediate danger.
The trick is to find a natural way for the player to be separated physically
from the action but still be able to observe a scenario played out in his presence.
This can be done simply by providing a distance barrier (the player can’t get
close enough to the action before it runs its course) or a physical barrier that
still allows the player to see the action unfold. The example may play out on a
balcony the player can’t reach, or some similar restraint.
Let’s take, for example, an adventure game where the player is part of an
archaeological dig on the side of a mountain. The other members of the party
are human, as is the player character. When the player reaches a certain position
near some loose rocks an event is triggered. One of the party members slips on
the rocks and falls down onto a precarious ledge, which houses a big bird’s nest.
The nest belongs to a condor pair, and the mother can be heard squawking from
far away. The sound becomes louder, however, until the irate bird flies into view
and starts attacking the fallen archaeologist. It does so by either flying over the
NPCs head, trying to scratch him with its claws or by flapping its wings in front
of him trying to push him off the edge. The NPC takes initial damage, but even-
tually notices that crawling protects him from the flyover attacks, while throwing
rocks at the bird interrupts the flapping attack. Other NPCs get the clue and also
start throwing rocks at the bird, but are not able to hit it. The player, on the other
hand, is given the opportunity to do the same, and when he or she successfully
strikes the bird with a rock the bird is scared off. The NPC is subsequently res-
cued by his colleagues.
The player has learned a number of things:
• the existence of these condors in the level;
• the fact that they become aggressive if their nest is disturbed;
• aspects of their behavior: time to arrive on the scene, different attack modes;
• the amount of damage they can do;
• several strategies for coping with them;
• how to dispatch them.
All in all, that is a decent amount of gain from one custom-made lesson.
From now on, the level designer should be able to use the condor threat in sev-
eral circumstances. The player may be confronted with a path that is blocked by
a nest, or the player may be accosted by a pair of condors to up the challenge.
Many other scenarios can be imagined, but the player will at least be familiar
with key aspects of the creature.
Teaching Mechanisms 37
Further Notes
It is vital when employing this technique that the player is subject to the same
rules as those entities around them. To give a simple example, it would be unfair
to show a non-player character who is physically the same as the player character
to be more resistant to environmental damage than the player. So, for example,
if an NPC of the same abilities jumps off a high roof and survives, the same out-
come should apply to the player (unless there is a good explanation for a differ-
ent outcome).
Game Genre
This technique is especially suitable to games that require the player’s suspen-
sion of disbelief to stay intact.
Goals to Achieve
• Teach the player game related skills.
• Do this in a formal manner; the player knows they are being taught some-
thing.
• Show overt and covert ways of doing this.
Description
(Example type: Existing game)
Many games require at one point or another that the player go through a tutorial
in order to learn a new ability. This can, however, be done both in overt and covert
ways. Overt in this context means that the tuition is not hidden within the game
world. The player is literally told that they are being taught without pretending it
is part of the game proper. This is what happens with tutorial sequences outside
the levels of the game, a bit like an interactive manual.
38 Introduction to Level Design
Covert, on the other hand, means that the teaching occurs within the story
or within the reality and logic of the game world. The game stays “in character”
and does not break the fourth wall. This is a very useful technique as it has a
number of valuable side effects beyond the content of the tutorial. This kind of
teaching mechanism can achieve the following goals:
• teach the player a skill (or range of skills),
• maintain immersion,
• maintain suspension of disbelief,
• add to the level content.
Halo—Covert camera calibration tutorial. In Bungie’s Halo: Combat
Evolved, 18 we can see this technique utilized with great intelligence. The game is
played with a first person camera; preferences with regard to camera calibration
is one of the peculiarities of players: If you press the camera stick on the joy-
pad up, should the in-game camera look up or down? As it turns out, Microsoft
has studied this subject through extensive usability testing, and they found that
there is a 50-50 split of preferences on this subject. This meant that whatever the
default setting for the game camera was, it was going to be wrong and frustrating
to half the players. They decided, therefore, to let the player calibrate the cam-
era themselves in-game, in a covert camera calibration tutorial. This was a very
clever and useful solution to a problem that should not be underestimated.
The resulting level design solution was to place the player character in a set-
ting where the game could measure the player’s input when asked to perform a
task. In this case, the player is given a new combat suit and asked to “test” it for
optimal performance. The player is literally asked to look left and right, up and
down, and the resulting player choices tells the game what the player’s prefer-
ence is in this regard.
This solution shows that it is possible to maintain suspension of disbelief
even when teaching or calibrating very technical aspects of gameplay.
Further Notes
Other classic covert tutorial or teaching scenarios occur in games that use an
obstacle course for in-game training of operatives. This occurs, for example, in
the first Splinter Cell19 game, where the player is asked to finish an obstacle course
to assess if the player has received enough training.
18
Published by Microsoft Game Studios, developed by Bungie Studios, released Novem-
ber 15, 2001.
19
Published by Ubi Soft Entertainment Software, developed by Ubi Soft Divertisse-
ments Inc., released November 2002.
Teaching Mechanisms 39
Game Genre
The technique is very suitable for sandbox games. Additionally, it is a very useful
technique when there are multiple uses for a game object.
Goals to Achieve
• Create a situation that allows for self-taught gameplay skills.
• Create an environment that encourages experimentation.
Description
(Example type: Original)
There is a funny cliché associated with 2D point-and-click adventures that you
often need to combine the use of completely disparate objects in your inventory
to find a solution to some obscure problem—the (valid) complaint being that
there is no logical sense to many of these item combinations. Those games do
highlight, however, that it is fun and rewarding to find uses for things through
experimentation.
This principle can be expanded on in level design by making sure that there
are instances where the player can freely experiment within the interactive pa-
rameters of a level to learn new skills, or find new uses for objects.
To try to encourage this kind of experimental yet educational gameplay, you
may find it worthwhile to create specific areas where the player can indulge—a
“safe zone” with no loss of, say, expendable items.
A good way of doing this is by creating a situation where there are multiple
uses and outcomes built into the level design scenario from the outset. To do
that, we take a number of desired outcomes and characteristics and use them as
the building blocks for our level design scenario. Taking, say, the humble game
crate20 as a starting point for an example, we can list a number of ways in which
this can work. We can say, for example, that the crates can
20
Discussed in Chapter 8.
40 Introduction to Level Design
• block NPCs,
• be stood on,
• be climbed,
• be stacked on top of each other,
• be pushed over,
• be moved about.
If we take these basic abilities of the crate, add a player character’s abilities to the
mix, and combine those two with an environment containing aggressive NCPS,
collectibles that are out of reach and additional crates that the player can’t get to,
we end up with a recipe for great potential experimental fun.
The player could try to do things like
• create a stack of crates that can be climbed to reach high areas (to get to
collectibles),
• create a stack of crates to reach other crates to add to the mix,
• prepare traps where the crates can be shoved off ledges onto enemies,
• create towers of crates to be pushed over on top of enemies,
• create pens in which enemies can be trapped,
• create structures that are pleasing to the eye,
• stand on crates in order to review the environment form a high vantage
point.
Many other uses can be found depending on the level in question.
Look at all the things the player has the potential to learn—many ways to
find new objects, interact with enemies, manipulate the environment—and all
without any explicit tutorials. Anything the player learns will feel like something
they have earned through intelligent gameplay and as such is very rewarding to
the player.
Further Notes
There exists the danger that this technique does not aid the player in finding the
right solution. It is therefore best implemented in situations where the teaching
mechanic is optional—i.e., one very specific solution is not required to complete
the challenge.
Level Design Goals and
Hierarchies 3
J ust like in any other creative endeavor, it is important in level design to define
a set of clearly understood goals before any major work is done. However, this
is easier said than done, if there is no consensus on just what those goals may be.
Can we even speak of goals specific to level design, or are such goals related to
the game design as a whole? Do level designs for differing games share similar
goals? Should we even try to formalize a set of specific level design goals?
The longer we look at these questions, the clearer it becomes that they are
important and fundamental questions that need to be addressed early in the lev-
el design process. This chapter will address a number of level design goals that
are important to keep in mind.
Success Definition
What are you trying to achieve?
This is a question that should always have an answer. The why and how aspects
of the same question are addressed separately, but those are all moot if the what
question is not answered first. Being able to define clearly what it is you are trying
to achieve means that you can clearly describe a number of goals that need to be
met. That is to say that any goals that are set are subject to an overall success defini-
tion. This means that the goals are not arbitrary, but instead are set to achieve a
desired overall result, which is a definition of success. A goal is just part of a strat-
egy for achieving this successful outcome. This may seem too obvious to state,
but in my experience this most basic element of level design is often forgotten.
The success definition(s) can be game-wide1; indeed a clear definition
should exist at the top of a game’s hierarchy of goals. It can be level-wide, or can
1
Some game companies refer to such a game-wide goal summary as The X.
41
42 Introduction to Level Design
2
I have seen worse pitches.
3
See www.metacritic.com.
Level Design Goals and Hierarchies 43
Commercial considerations
It is important to note that, aside from alternative funding models and indepen-
dent game development, in most cases, games are supposed to make money.
There are many ways one can try to achieve this goal, but it should not be forgot-
ten that for many people it is the fundamental reason for developing a game in
the first place. It is wise to note this simple fact. In the case of publisher-funded
development, for example, a game that does not sell is likely to be seen as a failure
by the financing publisher. The most important reason that publishers fund game
development is because they think it is likely to make them money. I am not saying
this is bad or good, but merely stating a fact that offers another point of view on
the function of a game and, by extension, of its design. If the game design within
this context doesn’t support a commercially viable end product, it has failed to
fulfill its basic function from the publisher’s perspective. This is a possible interpre-
tation of game design that, even if unwelcome4 at times, nonetheless needs to be
understood.
Only after a game’s creation has been approved through these external goals
can the production go ahead. However, these goals do not in themselves deter-
mine fun gameplay, which is the realm of internal level design goals.
tion. A game’s level design is not an isolated construct, just as a game design does
not function independently. They need to complement each other, or both will
suffer. (See Chapter 1, “Game Design vs. Level Design.”)
Internal level design goals are the bread and butter of our profession. They
give us very specific goals to aim for in order to provide a good gameplay ex-
perience. In a hierarchy of internal goals, the game’s overall gameplay experience
always comes out on top, and the level design needs to support this.
This also means we have to start putting our level design goals into some
type of hierarchical order.
Development Hierarchy
To create a situation where we can measure the value and implementation of
such things as AI encounters, item placement, puzzle design, and hundreds of
other level design components, it is helpful to define some kind of hierarchy. If
we can figure out where things fit in the scheme of things, we can make choices
on what and how to prioritize, and where dependencies occur.
In a game-design setting, here are a number of known stages and areas of
development. They tend to fit into a structure where one area supports another
in a certain hierarchical order.
Generally, we have to look at the following questions:
• Why are we making the game?
• What game are we making?
• How are we making it?
Level Design Goals and Hierarchies 45
When we have answered these questions and have logically placed our gen-
eral development components in this framework, we can see a hierarchy emerge.
For some games, this general hierarchy may look like the image in Figure 3.1.
In this pyramid shape, each segment is supported by the segments below it,
and were we to try to answer our why, how, and what questions with it, the fol-
lowing would emerge:
• Success Definition (Why),
• External Goals (Why),
• Internal Goals (Why),
• Game Design (What) – Level Design (What/How),
• Technical Design (How) – Art Direction – Audio Plan (How).
This diagram gives us a possible insight on where level design exists within
the overall context of the game’s development. I won’t go into too much detail
when it comes to production issues, as that is not the focus of this book. How-
ever, it is at least interesting, insofar as that it shows some relationships between
level design and the rest of the game’s production areas.
Things become more relevant when we try to find a similar approach within
the level design parameters for a game. We might ask those questions again:
• Why are we making the level?
• What levels are we making?
• How are we making them?
46 Introduction to Level Design
Resulting strategy. To meet these goals, we decided that Dyson would be a game
that Incorporated scientific theories that show off procedural generation in a
gameplay format. Freeman Dyson’s Dyson trees and Astrochicken met John Von
Neumann’s self propagating machines, and everything was turned into a design
that allowed small seeds of data to grow into complex environments.
5
This is not meant to promote the game, but simply to provide a clear example of the
concepts we have just discussed. A fully featured version of the game is still being de-
veloped at the time of writing this book by Alex May and myself, with music and audio
being done by Brian Grainger. Have a look at it here: http://www.dyson-game.com.
6
“Procedural Generation Competition,” Procedural Generation Competition,
http://forums.tigsource.com/index.php?topic=1646.0, 2008.
48 Introduction to Level Design
Structure
Because of the need to make the most out of very limited resources, the lev-
els for Dyson had to be replayable. The level structure therefore had to support
open-ended strategic choices from the beginning of play, in order for multiple
playthroughs to feel very different, depending on the choices that were made by
the player early on.
Resulting strategy. To achieve this, we decided to create one very large level, with
interesting gameplay complexities introduced by AI agents that all vie for the
same resources as the player. Because the resources and layout of the asteroids
change every time the game starts, replayability is guaranteed.
Per-level goals
In this case, only one level was chosen to be in the game, but it had to have the
appeal and scope to keep the player interested for as many playthroughs as pos-
sible.
Level Design Goals and Hierarchies 49
Resulting strategy. For this to work, the gameplay goal of the one level we ended
up with for the competition had to be one of total conquest of a territory. The
win/lose conditions for a level had to be simple, so that players could easily un-
derstand the task at hand and try again if it didn’t work out.
Gameplay scenarios
The level in question could only maintain its long-term appeal if a number
of discreetly interesting gameplay scenarios would play out time after time,
without losing appeal. The level had to be balanced in such a way that these
kinds of gameplay loops would occur often enough and be enticing through-
out.
They had to be those kinds of moments that operate at a level where the
player is trying to find and perfect success strategies.
Resulting strategy. Out of the possible scenarios to evolve from the core game-
play elements, we focused our attention mainly on the following ones:
• Invest and grow: Choose to keep seedlings close by and use them to plan
more Dyson trees).
• Grow and expand: Try to create an army of conquest and take over other
territory.
• Choose units and attack enemy: Focus on the variations in seedling
abilities and pick seedlings best suited to defeat other seedlings in the
game.
• Defend: Take a defensive approach and try to hold territory while repelling
attacks from enemy factions.
Gameplay moments
To have lasting appeal, gameplay scenarios need moments of excitement or must
otherwise be engaging. These are the decision moments that involve players at a
deep level and have them watch the game unfold with real interest.
Resulting strategy. We tried to make sure that enough of these special moments
would occur to serve our other goals in the level-design hierarchy. We focused
on gameplay moments that included
• choosing a strategically strong asteroid to attack,
• finding the right moment to sacrifice seedlings and plant a new tree,
• setting up forces, to swoop to a heavily fortified enemy asteroid,
and so on.
50 Introduction to Level Design
Gameplay actions
Finally, the immediate actions the player can perform had to be balanced against
the overarching goals and had to fit the environment. Fundamental level-design
choices had to be made with basic actions like
• planting a tree,
• sending units to a target.
X Factor
Another way of looking at the concept of a success definition is by dubbing it
the X-Factor. I am highlighting this subject, as it often doesn’t get the attention
it deserves.
A good game is more than the sum of its parts. This can be seen very clearly in
some very famous example, for instance in Grand Theft Auto: Vice City,7 which
was a phenomenal success, both financially and creatively. However, if studied
in isolation, many of the individual game components were lacking in some way
or another.
7
Developed by Rockstar North.
Level Design Goals and Hierarchies 51
we can have level design components (modules) that are multi-purposeful and
effective.
The modular aspect of this approach comes from the idea that once you de-
termine what the function of a component is, you have more freedom in the way
you try to hit the requirements that this functionality implies.
A classic problem with inexperienced level designers is that they have insuf-
ficient grasp of the overall purpose of the particular level design task they are
working on. It is easy to get trapped in problems due to tunnel vision, I cer-
tainly have done so myself on many occasions early on in my career. When this
happens, the micro details of a particular level design component become more
important than its actual function in the grand scheme of things. Suddenly, that
ambush encounter you are working on HAS TO BE about using a particular
weapon or enemy, while it may be entirely possible that that encounter can fulfill
all its requirements while being staged against a completely different backdrop
or by using an entirely different class of enemies.
Realizing that this danger exists and always asking oneself, “What is the
function of this component?” goes a long way towards avoiding that trap.
Contingency Planning
Not only does this way of thinking help in designing levels in a more effective
manner; it also provides great scope for contingency planning. This is something
that within the high-pressure environment of commercial game development is
extremely important.
It allows us to create level design components that are scalable. For example,
if we know that a certain combat situation in a level is mainly included in or-
der to introduce a new gameplay mechanic to the player, we can of course try
to make the event as spectacular as possible by introducing complex scripted
events, incorporating intricate enemy behavior and pulling out all the bells and
whistles. This section will probably “read” very well on paper, especially early on
in the development cycle, when the level designer is assured that the creature
AI would eventually be more than up to the task of supporting such an amazing
encounter.
Now let’s fast-forward twelve months in time. We are now two months away
from having to ship the game, everybody is severely stressed and overworked,
and unfortunately, the AI of this particular enemy had to be scaled down several
levels due to time constraints and will no longer be usable within the original
plan for the level design. Oh dear, what now..?
This is an example where it is extremely important to realize why the encoun-
ter exists in the first place: to introduce a particular new gameplay mechanic. With
Level Design Goals and Hierarchies 53
this overall goal in mind, we find that it really does not matter through which AI
encounter this gameplay mechanic is taught and introduced to the player. It can
be substituted and made to work by using existing and working game assets, and
the final value to the game as a whole will be the roughly the same.
This may seem completely obvious, but it is very easy to get lost in insular
goals.
Anybody in games development is constantly bombarded with the follow-
ing question: “Wouldn’t it be cool if we… (Insert idea X)?”
As it turns out, idea X may well be cool, but does it really need to be there?
Can it be done in a different and more cost-effective way?
Those are the kind of questions you should ask yourself if you want to be
able to apply level designs with enough flexibility that you can react to unex-
pected circumstances.8
Conclusion
Hierarchies can offer a very useful tool. They give us a way to break level designs
down into individual components and formulate a plan in which all of the level
design components fulfill their ultimate requirements. Furthermore, it allows us
to check the value and importance of individual components and refer to their
place in an overall hierarchy.
Viewing the level design process through hierarchical steps may not always
be a perfect fit. For one thing, one level design hierarchy may look different than
another, and your mileage may vary between different projects. But it is always
useful to try to find a way to define the why, how, and what questions within a
logical order or hierarchy that allows you to make judgment calls on the imple-
mentation of your levels.
8
You should always expect unexpected circumstances.
54 Introduction to Level Design
This gives us the practical means to assess what function any individual
component or element fulfills, what it relates to, and how important it is. This
has obvious uses that go beyond the need of the level designer; it also helps in
establishing clear goals and criteria that are understandable to anybody involved
in the development of the game.
Level Design Structure and
Methodology 4
A level’s structure and methodology are important early choices for a level
designer, and they can have a large impact on the actual creation of the
levels. We will look consecutively at structure and methodology, because the
choices of the former impact the likely choices for the latter.
Structure
Once we have decided on the type of content a level requires, and where it ex-
ists within the hierarchy of the game, we need to determine which structure to
apply to the level. In most cases this will be determined as part of the game
design, since that determines structure as a whole across the game. Nonethe-
less, it is often the case that at least some choices are left to the level designer, at
least on a smaller scale—for example, within the levels themselves. This kind of
structure is one of gameplay flow, which is very much in the hands of the level
designer.
Typically there are three main approaches to choose from in most game
types: linear, semi-linear and non-linear. Sometimes the distinction is not
clear-cut, and hybrids may occur. For example, a level may be divided be-
tween content that is 60% linear and 40% non-linear. Ultimately one of the
most important determining factors of structure is a game’s genre. A classic
shoot-em-up is much more likely to follow a linear structure than a freeform
RPG. But even within these genres, there is scope for differing progression
models.
Let’s look at the distinction between linear, semi-linear and non-linear in
more detail.
55
56 Introduction to Level Design
Linear Levels
Linear level design, as the name implies, is level design where the gameplay events
follow a strict line laid out for the player to follow.1 Sometimes this is referred to
by saying that the gameplay is on rails. Events unfold across this line in a strict
order that the player cannot deviate from. Progression through the level is only
possible if the player goes through the gameplay events in the order predeter-
mined by the designer. To look at a diagram of such a level structure, we can
envision something like the structure in Figure 4.1.
Although pure linearity is becoming less prevalent than it used to be, it still
has a place in video games. There are a number of advantages to the technique.
If they are appropriate to the gameplay needed for the game design, linear levels
can work well.
Advantages
The most important advantage to linear level design is the amount of control it
gives a level designer over the play experience. It is much easier to carefully de-
sign the experience of playing the level if the designer can determine the order
in which gameplay events occur. Since this type of overall control allows the
level designer to determine matters of pacing , consistency, story development,
learning curve, and many others, it is as close as a level designer can get to directo-
rial control. And in keeping with the analogy between directing a film, it can be
compared to being allowed final cut on a movie.
Disadvantages
The main disadvantage of linear level structure lies in the danger that it can make
players feel constrained in their gameplay freedom, possibly arbitrarily so. The
designer needs to make sure that the roller coaster ride is an enjoyable one, as
the player is not allowed to get off and find his or her own fun. If this is not done
correctly, there is a possibility that the player will start to resent the game, which
is of course to be avoided.
1
Generally this is done in advance by the level designer.
Level Design Structure and Methodology 57
Implementation Strategies
In linear level design it is vital that the designer has a good understanding of
pacing and play psychology.2 Most players will accept this kind of directed experi-
ence as long as they are directed with a sure and steady hand and the gameplay is
always rewarding or interesting. If the player does not have time or inclination to
question the direction, the level designer is successful. Unfair gameplay challenges,
or dreary boring stretches, must be avoided if possible, as the player does not
have a choice in engaging with these gameplay sections. Since these events are
forced upon the player, they have to be worthwhile for them not to grate.
Semi-Linear Levels
As a compromise between linear and non-linear gameplay the level designer can
opt for a hybrid form. Semi-linear gameplay allows players to direct their own
experience in some instances, but it requires that players follow a script in other
instances. This can be done by a system where players can perform a certain
number of gameplay tasks or follow a number of paths of their own choosing,
but eventually are led to a bottleneck. This bottleneck can be a physical one such
2
All covered in great detail throughout the book.
58 Introduction to Level Design
as progress to a next area via a single door, or it can be a conditional event. The
event can be anything from reaching a certain number of experience points to
hitting a time limit or having collected a certain amount of items. There are plen-
ty of possibilities available within most game genres. (See Figure 4.2.)
Semi-linear gameplay progression is widespread in games, as it fits many
game types and allows sufficient control over the experience.
Advantages
Semi-linearity, if used correctly, can offer the best of both worlds. It gives the level
designer a reasonable amount of directorial control over the events the player
will experience, but leaves enough freedom in the hands of players for them to
feel they are authoring their own experience.
Furthermore, adroit level designers will do their best to create the illusion
of full player freedom, to maximize players’ involvement in the experience and
deepen their immersion. This is an important aspect of level design and one that
will be further developed in several chapters later in the book.
Disadvantages
On the other hand, semi-linearity can represent the worst of both worlds. If
applied in a lazy manner, it can arbitrarily lead players by the nose when unin-
spired, while leaving them to their own devices at inappropriate times. When a
level designer starts to give the player some freedom, more freedom will be ex-
pected throughout the level. If they are allowed to perform certain gameplay
actions at one point in the game, it is only natural that the players expect this
to be possible at other points. If the level designer does not carefully think this
Level Design Structure and Methodology 59
through, a logically inconsistent world can be the painful end result. This can
completely undermine the expectations the player has of a level and can destroy
trust in the fairness of a game. At least with strict linearity, players know what
they can expect.
Implementation Strategies
It is important in this kind of level design to observe consistency. Players will
be acutely aware of when they are treated unfairly, and because of this, the level
designer should make sure that restrictions or player direction does not feel too
arbitrary.
Where possible, techniques should be used that hide as much of these re-
strictions as possible, and that successfully create an illusion of player freedom
and choice. If players have limited progression choices, but are made to believe
they have many, the best of both worlds has been achieved. The level designer
has in that case invisibly guided the player’s experience.
Application
The semi-linear approach is probably the most popular one in level design circles.
It avoids the limiting constrictions of pure linearity and steers clear of the logisti-
cal problems of freeform gameplay. Multiple play styles can be incorporated so
the levels cater to a wider variety of game players, contingencies can be included
for when players find it hard to progress, and the world can be made to feel more
responsive to players’ choices, even if in fact the choices are limited.
These are serious advantages, and they make it easy to see why so many lev-
els follow this kind of approach.
Non-Linear Levels
In a non-linear level, the order of gameplay actions is mostly left to the player.
This is one of the reasons why non-linearity is linked to sandbox design and to
emergent gameplay.
True non-linear gameplay is very rare indeed, but some games and game
types come close to it or feature moments where it does occur. Often, this type
of gameplay goes hand in hand with interactivity; in a game where it is viable
to create one’s own gameplay, a high level of interactivity can be very helpful. A
good example of this is games where a physics system allows players to manipu-
late their environment on their own terms, but within the restraints of the phys-
ics system, thus leading to non-linear and non-scripted gameplay events.
60 Introduction to Level Design
The clearest example of non-linear gameplay lies within the realm of some
multiplayer games. Since it is the other players, and not the level designer, who
provide the bulk of gameplay, multiplayer games can be highly non-linear.
Advantages
Because the players themselves exert maximum control over the gameplay experi-
ence, they are likely to take responsibility for their own failures. Since the level design-
er does not directly dictate the progression choices, players can experience a sense of
ownership over gameplay. This is generally perceived as a positive outcome.
A game that allows players to manufacture their own gameplay experience
produces an added bonus of free content. After all, if automatic generation of
gameplay occurs, it does not require work from the level designer. It is gameplay
content created by somebody else, which in the busy schedule of professional
level design is a very good development.
Disadvantages
A non-linear gameplay world is much harder to test and is therefore harder to
design in a robust way. It may be impossible to test every single permutation of
player action that may occur, which is inherently dangerous. Unforeseen player
actions or tactics may “break” the game in unforeseen ways, possibly by allowing
some players to dominate others in an unacceptable way, or by finding loopholes
in gameplay logic that allow the player too much power.
Requirements
In non-linear levels, the level designer has to make sure that players have enough
tools to play with the game world. A requirement for non linear gameplay is that
players must be allowed to write their own gameplay story. To do this, a certain
amount of interactivity is required. There is a need for deep and engaging game-
play resulting from the player’s own actions, rather than prefabricated scenarios.
Where possible, the conditions for this must be provided by the level design-
er.3 This can take the shape of strategic depth, for example in layout design in
multiplayer games, or of purely physics-based interaction in single-player games
where the player treats the world as a toy.
3
Also, in this case, extra responsibility is laid on the shoulders of the game designer to
allow for this. The level designer can only implement what he or she is given in the game
design.
Level Design Structure and Methodology 61
Methodologies
Earlier in the book I mentioned that this text is not meant to be about level con-
struction; instead, it is focused on level design. But this does not mean that we
should not look at methodology. When eventually faced with technical construc-
tion issues, it is good to have spent time researching a number of methodologies.
This allows us to structure a level well in advance of level creation and gives us
a chance to prototype on paper. Potential problems can be found early, and the
level creation process can be scheduled easier.
This part of the book will not attempt to be a detailed listing of all possible
level design methods, but will rather focus on a number of general methodologies
that may provide hints on how to proceed in other unique cases. The main goal is
to give examples of various approaches that a level designer can adopt, depend-
ing on the situation he or she is in. It is up to the designer to determine what to
include in the level design documentation.
After having looked at structure, methodologies are a logical next area to
look at. A number of useful methodology types are shown below.
Annotated Maps
Most people are familiar with the concept of annotated maps. This is a method
widely used throughout the game industry, where the level design is described
through a gameplay breakdown of all the physical spaces in a level. This is often
done by creating a map on paper, providing a legend and numbers that indicate
the “rooms” or other gameplay areas. This can be extremely effective, as it allows
not only the level designer, but also other team members, to retrieve useful data
from the level design document.
4
Developed by Blue52.
62 Introduction to Level Design
Figure 4.3. Level design detail: Satellite Array Level. (Source: Stolen, developed
by Blue52.)
03 Docking bay
The player finds the cable car inside, but it is not reachable from the
ground. A little tower/building gives access to it but is locked. A gantry
connects with the cable car but is too high to be reached. This is the
destination in this area.
A ledge route along the walls of the room leads the player to a vent
system high up, and can be reached by a ledge jump. Eventually the
player lands on top of gantry that triggers a real-time cutscene.
The guards holding her equipment leave the building to board the cable
car. Anya quickly jumps on top of it to stay out of sight. The cable car
starts to move up towards the mountain.
As you can see, the method can become quite involved. A very large amount
of gameplay information is recorded in a useful manner. Other people than the
level designers can also benefit. Take the following addition of information for
game area 02. It is meant to provide notes on required game assets or other re-
lated information useful to other members of the development team:
Special Assets Needed/ Notes:
Code
Interactive Objects/Other:
Forklift truck needs to have operable forklift.
Two different collision states are needed.
Art
General:
Forklift model.
Special:
None
Production
Sound:
Forklift engine.
Forklift raising its forks.
Story Events/Cutscences:
Forklift raising its forks.
Concept art
Even more information can be added to the level design. For example, concept
art can be very useful to provide the reader with a better visual guide of the envi-
ronment and its content: see, for example, Figure 4.4.
All of this builds a picture of the final shape of the level design even before
construction begins.
64 Introduction to Level Design
Dangers
When so much information is collected into a limited amount of documents,
there is a real danger that the resulting level design may become too cumber-
some. A monolithic, unwieldy, and inflexible level design is problematic for all
parties involved. It is hard to keep up to date and may provide too much informa-
tion for some, but too little for others. If a level design document like this is ap-
propriate, it still may require further explanatory documents or visual support,
some of which will be shown below.
Flow Charts
To combat some of the clunkiness of annotated maps, we can express level de-
sign progression through flow charts. There are many positives attached to this
method. They can be created and modified quickly, which is very important if
the level design has to be flexible. They are much better able to express condi-
tional data and, in doing so, provide a logic check for the level designers. (This
can also be very important if any amount of scripting is involved.).
Here is an example of conditional level design data expressed through the
flowchart in Figure 4.5:
A player enters a room and activates a floor switch that locks the room
and releases two guards. Only when the two guards have been defeated
Level Design Structure and Methodology 65
Player Holds
Both Keys?
Target Area
Reached?
and two objects they were carrying have been collected5 can the player
leave the room. A cut scene is played to signify this.
This kind of information is hard to capture in annotated maps, no matter
how complete the annotation is. Flowcharts are very good at capturing specific
information and showing how it relates to other elements. This makes them very
useful indeed to create an easy-to-read and coherent overview.
Figure 4.6 shows a flowchart applied to a whole level. Note how this kind
of flowchart shows progression by providing questions and answers that signify
gameplay or game states.
5
I am sure you can figure out why this is so.
Level Design Structure and Methodology 67
Dangers
The large degree of concision and logical overview comes at a price. There are
several dangers and problems that may occur when using his method. Out of
many, here are some typical examples:
• There is no information on the level’s environment.
• Emotional impact is not represented.
• There is no temporal data (outside of chronology).
• There is no room for unexpected results.6
These and other dangers make it doubtful that a flowchart can express a
level design fully. (But I have personally seen people attempting to do just that.)
However, this is an extremely powerful method to be used in conjunction with
other methods. The use of flowcharts, for example, is very complementary to
annotated maps, described earlier.
6
This can also be an advantage.
7
“Freytag’s Pyramid,” Wikipedia, http://en.wikipedia.org/wiki/Dramatic_structure,
2009.
68 Introduction to Level Design
Act 1: Exposition
In Act 1, the basic story elements are introduced for the first time. We learn
enough about the setting and about some of the characters to form a framework
in which the drama takes place. This exposition ends with an inciting moment.
The inciting moment creates the catalyst necessary to allow the unfolding of an
interesting drama. Without this, there would be no reason to tell the story to
begin with. It often takes the form of a conflict of some kind.
of the play, while a catastrophe leads to the opposite conclusion. Either way, the
drama gets resolved.
Act 1: Exposition
In Act 1, we are introduced to the protagonist, Master Chief. Through exposi-
tion, we learn much about the background to the story and the story’s environ-
ment. We learn that the protagonist is a soldier and that the current action takes
place on board a space ship. The inciting moment that functions as a catalyst that
escalates the story takes the form of an alien attack on the space ship.
over other life forms in such a way that the Flood ends up corrupting and con-
trolling its victims. The Flood have started to infect both the aliens and the hu-
mans, and their threat lies in infecting entire planets.
Oversimplification
It can be argued that to create such a neat overview, the subject must be over-
simplified beyond the point of being useful. One could argue in the case of Halo
that the story features several turning points. Should we ignore some of them in
order to point at one specific climax? If we don’t, does it mean that Act2 some-
times appears after Act 3?
Restriction
Restriction is the enemy of creativity. At least, arbitrary restriction is. What if we
want to start with a catastrophe and a climax, and through exposition and falling
action slowly tell a compelling story? We may want to write a comedy with a fatal
ending or a tragedy with a happy ending.
All of these criticisms are valid to a point. As a device for forming an
interesting dramatic construction, the pyramid is hopelessly restrictive and
oversimplified. But the pyramid’s value is not one of dramatic creation;
rather, it is a tool for dramatic visualization and analysis. After all, Freytag
intended to analyze and show the dramatic structure of classical plays.
Considering the ubiquity of his work to this day, he was very successful
in achieving this goal. There is no need to slavishly follow this particular
Level Design Structure and Methodology 71
method, but it can inspire us to devise our own methodology to suit our
own needs.
Event Diagrams
An event diagram9 is a graphical representation of the content of a level, poten-
tially including representations ranging from emotional impact to duration, or
combinations of several factors. There are many elements that can be included in
these diagrams, but typically they will show one of the following things:
• type of event,
• duration of event,
• chronology (if applicable),
• impact (color-coded).
Take the example in Figure 4.8.
8
In fact, it is beneficial in all circumstances.
9
Admittedly, an entirely made-up term.
72 Introduction to Level Design
Type of event
The type of event can consist of any gameplay event intended by the level de-
signer to occur at a specific moment. This can range from the very impor-
tant unique moments (Set Piece X) to more generic or modular occurrences
(Scripted AI Encounter Y). In the above example, other gameplay events in-
clude: new skill introduction, boss encounter, pickup cache, and master key found.
Alternatively, or as a complement, less specific event descriptions can be used,
like combat, platforming or puzzle, which still provide a good overview of a
level’s content.
Event duration
It is unlikely that this data can ever be exact, but it is still possible to convey
helpful information. For example, it can be useful to show duration in relation
to other events, or one can show patterns in gameplay that may be problematic,
like a sequence of long, but low impact, gameplay. This may indicate a section of
gameplay that the player may find boring. If precise information is known, this
can be included alongside less specific descriptions, such as short, medium and
long.
Chronology
As noted earlier in this chapter, chronology is partly dependent on linearity.
Nonetheless, even in very open freeform games with a non-linear structure,
things still often happen within a certain sequence. Skill trees may have to be de-
veloped, some areas may only unlock if a certain item has been found, defeating
a specific creature may unlock a new skill, or the collection of a specific amount
of items may allow the player to buy new gear.
In the above example, the boss encounter does not occur until after the master
key is found. This kind of information makes it easier to maintain continuity and
avoid many bugs.
Level Design Structure and Methodology 73
Impact value
Emotional impact is a very vague term. How do we measure it? There is no sat-
isfying answer to that, especially in instances where one player’s subjective ex-
perience may be different from the next player’s experience. But this does not
mean that we should not try at all, especially in the type of levels where we are
able to author the general experience of all players. Let’s say, as in the above
example, that we have included a set piece event in the level. Naturally, we as-
sign a high value to it, most likely higher than for any other events in the level.
If later playtests show that its impact on the player lies well below other events
in the level, we know that we need to do something to raise the impact value of
the event.
Instead of a general value like emotional impact, it can often be a better idea
to represent a more specific element. In a survival horror game, this can be a scare
factor, or in an action adventure it can be an action quota. Use whatever is right
for the game you are working on.
How this is represented in the diagram is also open to many choices. Typi-
cal choices are color coding and column height, the latter being the one shown in
our example. A line diagram can be used, or even a pie chart; it is up to the level
designer to determine what is appropriate.
10
Typically by displaying a number that signifies heartbeats per minute.
74 Introduction to Level Design
11
“Object Oriented Programming,” The Columbia Electronic Encyclopedia, Sixth Edition,
http://www.bartleby.com/65/ob/objecto.html, 2001–2007.
Level Design Structure and Methodology 75
Encapsulation
In ID Software’s game Quake, the player can often traverse a level with the aid of
teleporters. The player just walks into one and is teleported to a different loca-
tion in the level. This can be considered a class in level design terms. Once the
basic elements are in place (such as trigger areas, destination areas, and three-di-
mensional models), we can have a class called a teleporter. Individual teleporters,
as objects, can be one-way teleporters, or might feature different 3D models and
have unique destinations and starting points. But they will always be teleporters
and belong to the teleporter class.
Let’s take a less literal example next: encapsulation applied to gameplay sce-
narios. Let’s say that a level designer has spent a significant amount of time set-
ting up a combat situation that makes use of specific aspects of the environment.
(For example, cover, line of sight, and height difference.) If this particular situa-
tion works well in the game, the level designer may decide to replicate it by keep-
ing the essential elements in place, but then providing different-looking environ-
mental details, such as different AI opponents. The encounter’s integrity stays in
place, but the original benefit of the gameplay is encapsulated in each instance.
(Or the environmental detail may stay the same and the combat can change.)
Inheritance
Early in the level design process for a game, we may want to create a generic
object called a treasure chest, scripted in such a way that when the player opens it,
a random item of limited wealth is generated (once). This may require a certain
amount of scripting from the level designer, but once it has been set up, this
treasure chest should be useful throughout the game. Say that play-testing now
12
“Object-Oriented Programming,” The Free Dictionary by Farlex, http://encyclopedia2.
thefreedictionary.com/Object-oriented+computer+programming, 2009.
76 Introduction to Level Design
shows that players highly enjoy these moments of excitement where a random
award is received, and the game team decides that this type of occurrence should
be more prevalent in the levels. To avoid littering the level with treasure chests,
the level designer decides to create a number of new objects, such as cupboards,
filing cabinets, desks, or any furniture or similar object that can be opened and
closed and used as a container. Players can now find treasure all through the level
by opening up these new objects, without the objects feeling out of place.
Although these physical objects are new classes (in programming terms),
when programmed as the same type of object, they can inherit much of their
function from the behavior of the original treasure chest object.
Polymorphism
When a level designer can incorporate polymorphism into his or her work, a
huge amount of flexibility is gained. Let’s go back to our earlier example of trea-
sure chests and the creation of other classes with overlapping functionality. Say
that the game is nearly finished, the designer has placed hundreds of these chests
and cupboard and drawers, vases, you name it, throughout the level. The pub-
lisher however now demands that a cash register sound should play whenever
the player receives treasure. If polymorphism has been factored in the designer
should be able to associate this sound to any object that makes use of this be-
havior simultaneously. This means that making the change once, to the behavior
applied to all of these objects, not to all the objects individually.
Dangers
If we go back to our earlier example of Halo, we can find a good example of a
persistent danger of this technique: if not careful, the level designer risks creat-
ing highly repetitive gameplay sections. In Halo this took the form of the now
infamous “library levels.” The library levels were created in such a way that they
reused environments and gameplay in a very thorough manner. This was done in
such a manner that the player is confronted with arbitrary repetition. Even if as-
sets and gameplay sections are re-used, they still have to feel individual and worth
playing. In the library levels, the player literally has to play the same thing over
and over again, which is more akin to dreary work than to rewarding gameplay.
OOLD Summary
Applications of this kind of thinking, of borrowing these programming concepts
and applying them to level design processes, are widespread and far reaching.
Level Design Structure and Methodology 77
They range from simple puzzles to extended gameplay sections and even whole
areas of level geometry. The examples themselves are not important; it is more
about locating moments when this kind of thinking can be applied to anywhere
that benefits from it.
Advantages
There are many clear advantages to this approach. So much so that in most cases,
I advocate the use of this technique as one of the first things to look at in many
level design tasks. Let’s look at some of the advantages.
Reuse of assets
In most cases, as level designers we are expected to make the best use of the
assets we have. If interesting gameplay can be replicated over several iterations
without changing the assets needed, the resulting gameplay comes at a lower
cost to the game’s development.
Reuse of gameplay
This reuse of gameplay has many advantages, but an extremely important one is
that it allows the level designer to teach players how to enjoy the game more eas-
ily. This is the case because the designer can take initially simple gameplay sec-
tions and slowly upgrade their difficulty and skill level in a controlled manner,
without alienating the players. In this case, repetition and familiarity are your
friends.
78 Introduction to Level Design
Immersive effect
If an environment is used to its fullest, if all of its features, be they interactive,
artistic, or physical, are incorporated consistently in the level’s gameplay, it will
create a much more immersive experience. It gives the environment a sense of
reality. Even if set in a non-realistic framework like fantasy or sci-fi, the environ-
ments still have to conform to the logic of that framework.
Dangers
There are several dangers associated with this technique, and some of them are
hard to avoid.
Spatial confusion
Game levels are experienced through a two-dimensional interface. In most cases,
this is a computer screen or television monitor and some kind of game control-
ler. While this method is fine in principle, it does require certain concessions
that in normal life do not occur. A good example of this is the way gameplay
spaces in levels are often simplified to facilitate orientation.
An example: MINERVA—Metastasis 2
MINERVA is a modification for Half Life 2, consisting of a number of episodic
levels designed by Adam Foster. The MINERVA mod actively reinterprets the
gameplay of Half life 2 by introducing a much stronger emphasis on density of
play.
Instead of relying on horizontally-sprawling, immense maps that stress
the engine’s area-capabilities to its max, MINERVA maps are incredibly
small. This is because of Foster’s ground-breaking idea to utilize every
possible area to its maximum potential, and instead of expanding hori-
zontally, he expands vertically. Rather than leave large areas wasted with
inaccessible buildings, “fake” corridors and rooms to give the impres-
Level Design Structure and Methodology 79
Further Examples
There are, of course, many other methodologies applicable to level design, some
more obscure than others. Some level designers like to start their design by first
working on key elements of the levels, to make sure that all the impressive fea-
tures are worked out in time. Others work in a completely opposite manner,
sketching out all the lighter detail first to make sure that a functioning outline of
the level exists early on.
13
“MINERVA: Metastasis 2,” MINERVA: Metastasis 2—Planet Half-Life, http://plane-
thalflife.gamespy.com/View.php?view=HLMotw.Detail&id=7, 2009.
Single-Player vs. Multiplayer
Considerations 5
O ne of the approaches taken for this book is to make the text indepen-
dent of genre and technology. Wherever I can, I try to explore con-
cepts and theories that have as much range as possible and lend themselves to
multiple applications, without being dependent on things like existing tech-
nology or game engines. If at all possible, I try to avoid too much focus on
specific genres to make general points, although I do examine aspects that
are unique to specific genres to make sure their pitfalls and idiosyncrasies are
understood.
This book applies the same philosophy to multiplayer and single-player as-
pects of level design. When possible, it tries to provide material that is useful
to both game modes. However, at times, chapters will deal with specific and
custom-made elements on a case-by-case basis.
Before we reach those specific aspects of multiplayer and single player level
design issues, I would like to make a number of general observations, which can
function as a useful background against which we can place more specific is-
sues in upcoming chapters. This chapter will highlight some of those specific
elements.
Single-Player
We speak of single-player gaming when the gameplay occurs in isolation from
other players. In basic terms: when the player can enjoy the game without
input from other people. This does not mean a game cannot have both single-
player and multiplayer content, just that it has to be able to provide an experi-
ence that allows a single player to enjoy it. This is sometimes referred to as solo
play.
81
82 Introduction to Level Design
Control
A major advantage of designing for a single-player experience is that it gives the
designer more control over what happens to the player. There are no other play-
ers involved whose input may cause unpredictable outcomes, or whose input
can counter the themes and moods the designer is going for. Imagine a dark
and atmospheric survival horror game filled with perverted Freudian overtones
meant to disturb the player on a psycho-sexual level. Now imagine that all the
time, two co-players in the background are constantly giggling at those dark sex-
ual themes. This would simply devastate any efforts to slowly build up a carefully
crafted experience.
Single player levels don’t have these problems at all. Designers can do their
work in providing a directed experience without fear of third parties ruining it
for the player.
Balancing issues
A potential negative lies in the possibility that the designer may misjudge the
mindset or experience or skill level of players and create bottlenecks that need-
lessly frustrate players, or that even stop them from progressing.
This is not a rare occurrence unfortunately. A level designer should be care-
ful when it comes to implementing such harsh bottlenecks. The fact of the matter
is that the level needs to provide a good experience for all kinds of people, and
that this is harder than often imagined.1 Generally, it is a bad idea to try to please
everyone, but that does not mean that we shouldn’t try to balance the game for
those people who are deemed the target audience for the game. Later chapters
go into much detail on this matter. For example, see the sections on flow theory,
dynamic difficulty adjustment, and pacing later on in the book.
Either way, single-player levels require great empathy for the player in order
to create a balanced game experience
Narrative possibilities
Although multiplayer levels provide plenty of opportunities for narrative con-
tent, it can be easier to aim narrative elements at a single person, rather than at
1
Sometimes it is even impossible.
Single-Player vs. Multiplayer Considerations 83
a group of players. The game can check for certain player acts or events to occur
and can be certain that they have been triggered and experienced by the same
person, while this cannot always be easily determined in a multiplayer context.
This mostly applies to games where it is important that information be experi-
enced linearly and absorbed in such a way that the game can rely on the player
having certain knowledge. This can occur in text adventures or point-and-click
adventures, for example.
Multiplayer
We speak of multiplayer gaming when some of the game content or experience
is provided via interaction with other players. Although most video games are
designed with a single-player component, multiplayer video gaming has taken
a real step forward with the advent of online play. Some of the most successful
games2 ever created are mostly multiplayer affairs. One cannot be a fully rounded
level designer without taking into account the needs of a multiplayer audience.
Let’s look at the most typical multiplayer modes.
• Deathmatch: Players fight each other in arenas and score points by annihi-
lating each other.
• Capture the flag : Two teams fight each other by trying to steal the other
team’s flag and returning it to their own base.
• Competitive sports gaming: Just as in real sports environments, video
game versions of sports games can offer human opponents.
Many other examples exist; it is a very popular way of playing games.
Where possible, this needs to be enhanced within the level designs. It is use-
ful to give players well-defined moments of human-to-human interaction within
a level. Place people in predefined face-off situations. Provide players with co-
operation dilemmas: can I trust the other player or not? How to engineer those
moments depends entirely on the game and genre in question, but it is always
good to keep this principle in mind.
3
There is easily enough material there to fill another book.
86 Introduction to Level Design
Simulated Multiplayer
This is a relatively rare phenomenon, but it can occur when human opponents
are absent, but their roles are played by AI opponents. Good examples of this
can be found in multiplayer games that provide tutorials where players can prac-
tice their skills against computer AI. Additionally, we see it in games that are
meant to have humans playing each other, but that provide a simulated setting
for when no other people are available. As previously mentioned, bots in First
Person Shooters (FPSs) are often used in this context to provide opponents to
simulate human players.
Special mention needs to be given to Alternative Reality Games, which often
blur the line between real players and simulated players. This will be explored in
more detail in Chapter 12.
Towards a Shared Grammar
for Level Design 6
play here, where both the audience and the artist develop together on an indi-
vidual level, as well as scaling up to a societal and cultural one. There is in fact
a constant dialogue of sorts between artist and audience. This dialogue is only
possible when artist and audience can communicate, at least to a small degree, in
a mutually understood language. Before we can develop and better understand
our own language for level design, we need to understand a bit more about how
an art form’s language develops in general. And to do this, we need to look at our
understanding of conventions.
Conventions
When artists, or any entertainers, for that matter, try to make a connection
with an audience, they use certain techniques they know to be effective. Some
techniques come from natural reactions; a loud bang will make you jump, slow
movements are non-aggressive, etc. Other reactions, however, are conditioned
ones. Those techniques are based on repeated usage through time; the audience
recognizes them from previous encounters. For example:
• The scarred man is the villain.
• The hero gets the girl.
• The villain ends up dying a terrible death.
• The comedy will have a happy ending.
• Lassie will come home.
These are events that we have come to expect from many Hollywood stories,
pulp novels, and other creative genres, to the point where they have become cli-
chés. They may not be the best thing for an original story, but they are something
that the audience will easily recognize as genre staples. They are part of a formula.
These genre staples can also be described as conventions.
The idea of conventions refers to nothing more than an accepted truth or
an accepted way of looking at something, and it covers many more things than
entertainment clichés. Conventions in general occur when a culture or signifi-
cant group of people accept a certain set of rules that govern something they are
exposed to. If this sounds needlessly vague, let me give you some examples to
show the scope of this concept.
Fashion
Most people conform to accepted conventions of dress and fashion. It is ex-
tremely rare for men to wear miniskirts, wear pajamas outside the house, or wear
a suit to work that features a giraffe motif. Some people flaunt these unspoken
rules; but they are seen to be eccentric, or indeed unconventional.
Towards a Shared Grammar for Level Design 89
Social Behavior
There is a large amount of behavior that is conditioned and based upon a mu-
tual understanding of conventions. We don’t speak with our mouth full, throw
change on the ground, pinch a stranger’s nose, or steal each other’s property
without it being frowned upon. We decided upon these conventions a long time
ago for diverse reasons, but we now agree to stick by them.
Literature
In most books, it is common to gain insight in the motivation of the protago-
nists. Most stories feature some kind of conflict, and events occur in such a way
that they make chronological sense. It is often asserted that only a certain limited
amount of stories can exist, and that all stories fit within these kinds of arche-
types. Books that flout these rules are seen as experimental, difficult, or indeed
once again, unconventional (a term that is revealing in itself).
Conclusion
What more established art forms have in common with each other is that there is
a language assigned to them that allows for critical analysis and discourse. They
have developed a shared grammar of the medium that applies to all their dispa-
rate elements, and this is something I feel we should also aim for. Sir William
Thomson (Lord Kelvin) said: “If you cannot measure it, you cannot improve it.”
I would like to add to that the notion that “if you cannot discuss it, you cannot
make it better.”
It is important to grasp the significance of a medium’s language and study
it, as it teaches us how and when communication occurs in the medium. Just as
with a language in a linguistic sense, it is much easier to express oneself in a lan-
guage when the underlying culture is studied as well. Level design as an art form
also features a shared artistic language. Some elements are related to other art
forms, like film, storytelling, or photography, to name a few. But it also features
elements that explicitly belong within the field, based on conventions and ideas
developed specifically for level design.
It is this combination of elements, if properly studied and understood, that
can turn our designs into a powerful message spoken with a clear voice.
Emotional Feedback II
Systems
93
94 Emotional Feedback Systems
aspect of the art form and the final control we have over content, we can predict
many of the actions and emotions of the player. This means we can take these
player contributions and enhance them, alter them, reward them, and reflect
them. Such reactions provide the underlying principles of the use of emotional
feedback systems in level design, based on an understanding of the player’s own
emotional investment and contribution.
The following chapters will look at a number of these systems that are avail-
able to us and provide clear and practical examples that show how we can best
use them. Ultimately it is vital that as in other art forms, we can to engage with
the player’s inner life. It is important that we can create a real emotional response
through our work. The good news is that we have many ways of doing so.
Reward Systems
7
While the answer to this age-old question depends on the situation, it is gener-
ally accepted that one is meaningless without the other. If carrots are the norm,
they will not be seen as anything special, just a fact of life, no more special
than other omnipresent elements. Alternatively, if the stick is the only thing
available, it ceases to have any motivating power; it just offers abusive coercion
and does not foster any innate motivation. Both examples are extremes that
unfortunately do happen in real life and in most cases have been shown to be
deficient. If you work somewhere where your boss only screams at you and
never praises your achievements,1 chances are that you will leave. If you are a
runner and never lose a race, there is not much incentive to train to become
even faster.
There is, however, a third way. If somebody who is holding all the carrots
beats you with a stick, it would be very satisfying if you were to wrestle the stick
away from your tormentor and make him give you all the carrots. I know which
way I would prefer.
The following chapter will look at some fundamental principles of reward
systems and positive or negative motivators. Some of these occur within an ev-
eryday context, while others are more specialized or unexpected. Eventually we
will seek ways in which to use them in our levels in a manner that is effective and
entertaining, rather than there being something as crude as being hit repeatedly
with a stick over some measly carrots.
1
Not unheard of in the game industry.
95
96 Emotional Feedback Systems
Concept
2
Insofar as this is possible when it comes to the often irrational behavior of people.
3
“Behaviorism,” Wikipedia, http://en.wikipedia.org/wiki/Behaviorism, 2009.
Reward Systems 97
other similar concepts); the problem is that the artist has not been successful in
providing enjoyable (or artistic) escapism.
Nobody would criticize a person for going on a long walk in the countryside
or reading a travelogue (clear escapism). There are no problems with somebody
listening to music from another country and in the process being transported
there (obvious wish fulfillment.) Who begrudges somebody reading Tolkien’s
The Hobbit (a flight of fancy)? Tolkien himself had the following to say on the
exact same subject:
I have claimed that Escape is one of the main functions of fairy-stories,
and since I do not disapprove of them, it is plain that I do not accept
the tone of scorn or pity with which “Escape” is now so often used: a
tone for which the uses of the word outside literary criticism give no
warrant at all. In what the misusers are fond of calling Real Life, Escape
is evidently as a rule very practical, and may even be heroic. In real life
it is difficult to blame it, unless it fails; in criticism it would seem to be
the worse the better it succeeds. Evidently we are faced by a misuse
of words, and also by a confusion of thought. Why should a man be
scorned if, finding himself in prison, he tries to get out and go home?
Or if, when he cannot do so, he thinks and talks about other topics than
jailers and prison-walls?4
The fact of the matter is that sometimes the here and now is not a desirable place
to be and can even be punishing, and that we can reward ourselves by engaging in
creative expressions that recognize this and provide an alternative. This has been
the motivation, and even the subject, of some of the most enduring pieces of art
in the history of mankind and should not be sneered at. To do so risks inviting
cynicism, closed-mindedness, and contempt for other people. Not only can es-
capism provide wish-fulfillment for the subject involved, it can also constitute a
form of rebellion: as a way of taunting the world by saying: “You can’t touch me
while I am in here!”
4
J.R.R. Tolkien, Tree and Leaf, Allen & Unwin, London, 1964, p. 53.
98 Emotional Feedback Systems
There are of course many times when people espouse a group mentality, but that
is not what we are discussing right now. I am rather talking about those times
when people willingly, in exchange for some kind of reward, submit to others, or
at least take somebody else’s lead.
There are countless examples, both humble and significant. We can see this
principle at work in something as fanciful5 as ballroom dancing. There can only
be one person in that situation who leads. It also occurs in a very formal context,
for example in education. This does not only apply to children, who are naturally
much more submissive, but also to adults. For example, driving instructors or
music teachers must be listened to, or they can’t do their work.
5
Perhaps not the best word to describe it.
Reward Systems 99
in them. A good example of this will follow later in this chapter and discusses
catharsis.
Fairness
This principle only works however when life treats people fairly. To put our cyni-
cal hat back on: life isn’t always fair. The notion of fairness is a very interesting
one, as it is a strictly human concept. The wind isn’t fair, nor is gravity. Fire cares
nothing for fairness. Yet within our own lives, we attribute huge importance to
it. There are few things as annoying as someone jumping ahead of you in line, a
6
For example, gambling is often said to give addicts a sense of control by letting the ritual
control other aspects of their lives.
100 Emotional Feedback Systems
the classical Pirate. Furthermore, in the real world there are thousands of people
who engage in amateur treasure hunting with a metal detector, as well as pro-
fessional treasure finders who organize well-researched expeditions in heavily
funded commercial projects.
Investment in the context of the treasure hunt can contain examples like
these:
• Treasure hunting investments:
■ financial investment in an expedition,
■ effort of researching a subject,
■ spending time waving a metal detector around,
■ hard physical work during an expedition.
• Immediate returns on investment:
■ enjoying the company of other expedition members,
■ gaining knowledge,
■ enjoying the outdoors,
■ feelings of excitement.
• Long-term returns on investment:
■ treasure, of course!
Romantic as this all sounds, there are real world treasure hunters who are
very successful. A famous example is Mel Fisher and his company Salvors Inc.,
whose most famous expedition led to the discovery of the long-lost Spanish gal-
leon Nuestra Señora de Atocha,9” whose wreck was the home of an enormous
hoard of treasure:
Among the items found on the wrecks are a fortune in gold, silver
bars, and coins destined for the coffers of Spain; a solid gold belt
and necklace set with gems; a gold chalice designed to prevent its
user from being poisoned; an intricately-tooled gold plate; a gold
chain that weighs more than seven pounds; a horde of contraband
emeralds—including an impressive 77.76 carat uncut hexagonal
crystal experts have traced to the Muzo mine in Colombia; religious
and secular jewelry; and silverware.10
This shows that treasure hunting is an excellent example of an activity with a
multi-layered inbuilt reward system. Although treasure hunting is in many ways
an obscure example, everybody can understand the reasoning behind it. It is an
activity that can act as a nearly perfect metaphor for the principle in general.
9
Our Lady of Atocha.
10
“1622 Feet,” Mel Fisher Maritime Heritage Society and Museum in Key West, http://
www.melfisher.org/1622.htm, 2008.
102 Emotional Feedback Systems
Social Reinforcement
The need for social systems does not stop with the child-mother bond. When
we grow through life stages, we feel the need to be part of a family unit. The re-
wards are clear and easy to recognize. Through social bonds, we receive support
or companionship and guidance. If this cannot be found in the family, people
sometimes join another group to make sure they receive it nonetheless, like the
army, or an ideological group of some sort. At times this need is so strong that
people will join groups that are clearly abusive, like some cults. This shows how
powerful the need for social reinforcement is.
In addition to these examples, we often join clubs, go to communal events,
start our own families, and form complex social networks. And, most relevant to
this book, we seek out enjoyable activities that are based on or reliant on social
interaction. Have you ever been to a sci-fi convention? It is remarkable how so-
ciable huge groups of people can become when they acknowledge that they have
something in common. This can be seen in events where people just enjoy each
other’s company, when they share a common interest12 or goal, or when they
want to compete against each other in an enjoyable way, like at sporting events.
It is hard to deny the existence and the plentiful awards that all of these social
interactions can offer. It is therefore not surprising that they are all around us and
we engage in them on a regular basis.
11
Catherine West, “Level of Oxytocin in Pregnant Women Predicts Mother-Child
Bond,” Aps Observer 20:10 (2007), available at http://www.psychologicalscience.org/
observer/getArticle.cfm?id=2245.
12
Perhaps I should start a level design appreciation society?
Reward Systems 103
Temporary Isolation
This reward system can also work inversely, strange as that may sound. Who
hasn’t heard the grim saying, “Hell is other people”? Although not a very nice
thing to say, it touches upon an important truth. Many of the advantages of a
strong social network can also cause serious distress. Sometimes all the social el-
ements in our lives can become oppressive. Too many opinions vying for domi-
nance, attempts at peer pressure, social control instead of social support, or even
just the fact that sometimes we don’t get along with some other people.
At such moments, we may decide that the best way to improve our situation
is to engage in activities that enforce temporary13 solitude, or at least minimize the
number of people we have to interact with.
When we need “peace and quiet” we may go on a long walk in the country-
side. It allows us to focus on our own thoughts, without the din of others disturb-
ing them. There are many other examples, like painting or writing a book. We
may seek an activity that, in solitude, lets us focus on the voice or on the ideas of
others. Listening to music or watching a film, and even doing a crossword puzzle,
come to mind. As prevalent as social interaction can be, we enjoy a comparable
number of solitary activities that produce their own vital awards.
13
Almost nobody is interested in permanent solitude. That would be throwing out the
baby with the bathwater.
14
Chapter 9, “Negative Emotions.”
15
From the Compact Oxford English Dictionary. Available online at http://www.askox-
ford.com/concise_oed/catharsis?view=uk.
104 Emotional Feedback Systems
16
Cave exploration.
Reward Systems 105
system can only work well if there is this element of danger of failure or at least
of real challenge. Otherwise, the emotions released at a positive or negative17
outcome will not be strong enough to trigger a real sense of catharsis.
Concept Summary
What most of the reward systems and structures described above have in com-
mon is that they demand a certain amount of work, sacrifice or investment from
the subject. Something is given and something is received. It is not necessarily true
that more effort equals a larger reward (although that is often the case). It is
more a matter of making a task worthwhile and meaningful because seeing one’s
efforts rewarded is fulfilling and enjoyable. This sometimes means that a very
small amount of effort can reap a large reward, or a grueling task may end in a
small symbolic victory, yet the feeling of fulfillment can be equally strong. Often the
joy simply comes from what amounts to solving a life puzzle or conundrum, or
it revolves about learning and applying the right skills for a task.
Unfortunately, there is a flip side to all this, insofar as unfulfilled reward sys-
tems provide negative emotional feedback. At times this can be of comparable
impact to the expected positive outcome. It can also demotivate people to en-
gage in important aspects in their lives, if through thwarted reward systems they
have been taught not to do so. What use is love if it is likely to end in tears? Why
work a hard job if the promotions only go to people who cheat? Why play a game
when any effort can be instantly wiped out by the level design?
One of the many things a level designer has to understand is the dynamics of
all these reward systems, as well as being able to effectively use them in practical
situations, in a fair and even-handed way, if possible. The following chapter will
attempt to take these concepts of diverse reward systems and examine them in
the light of level design theory.
Theory
If somebody holding carrots beats you with a stick it would be very
satisfying if you were to wrestle the stick away from your tormentor and
make him give you all the carrots.
17
Catharsis can still occur even if the participant fails at the attempted task. It is the final
release of emotions that shapes the sense of catharsis.
106 Emotional Feedback Systems
The previous chapter discusses many of the possible ways in which reward sys-
tems and structures can work, and, as importantly, what expectations people
have from life. In this chapter we will examine some of them again, but within
the context of level design theory. We will derive or construct some game-spe-
cific principles, as well.
I would like to make an important initial point before we do this, however,
What has to be clear from the outset is that as authors of a level’s content, and
therefore of much of the player’s game experience, we are completely within
our rights to manipulate the player’s reward expectations in ways that are unex-
pected, but that are ultimately more rewarding to the player. Even though it falls
squarely within our responsibilities to do so, this is often forgotten, or worse,
ignored. As long as we don’t violate other important principles of level design,
we have the power to give the player the opportunity to finally take away the big
stick from the universal tormentor and run away with all the carrots, and feel re-
ally good about it.
Fantabulate!
A level is a virtual construct. It may have its own set of rules, logic, physics sys-
tem, ecology, and other internal systems, but they all take place in a virtual set-
ting. The disadvantage of this virtuality is that somebody needs to design and
18
If this is not a real word, it should be; and I am claiming it now.
Reward Systems 107
implement all of these things. The advantage for level designers is that in this
need, or put to put it differently, in this license to do so, lies a huge amount of
freedom and power. In game levels with a non-realistic setting, the level designer
has the license to fantabulate.
New rules
Within a fantastic virtual construct, we are free to create many things or situa-
tions that simply would not work in the real world, all with the approval of our
audience. Not only may we invent these new rules; we are positively encouraged
to do so. We have already concluded in Chapter 2, “Teaching Mechanisms,” that
part of our responsibility lies in teaching the player the rules of the available
gameplay activities. In a fantastic setting this is especially important, as the rules
may be unknown in real life.
For example, we may have to teach players that summoning a fire elemental
is an extremely effective way of deterring packs of ice wolves from attacking19.)
The real fun lies in the fact that players who enjoy these kinds of things, and
there are many, many millions of them, also really enjoy learning about this new
world they find themselves in. Within an escapist mindset, experiencing new
fantastic concepts is an attraction in its own right. If we go back to our earlier
example of Tolkien, we see a work of fantasy that partly excels because of its
sheer scope of invention. The book creates a very deep sense of wonder, partly be-
cause it consistently and thoroughly showcases a new world with an extremely
detailed and well-thought-out set of rules. This applies to almost anything in the
world, including its history, its ecology, and its magic system. Reading about all
of these things is a large reason for the success of the book.
Level designers have to do the same thing. They need to interpret the new
rules of the world and teach them to players in such a way that it creates a great
sense of wonder, as well as teaching them how to play the game.
New environments
Hand in hand with new world rules come new environments; and once again,
a great amount of work and a great amount of freedom for the level designer. A
great amount of work because within this virtual construct somebody has to do
the constructing. This does not mean that the level designer has to create all the
environments solely by himself or herself, although at times this is feasible or
necessary. In most cases, this work must be done in partnership with the art de-
partment. But the level designer does need to design all the gameplay space, and
the way it is used. This gives level designers a great amount of freedom because
19
Yes, I picked this cliché on purpose, for illustrative clarity.
108 Emotional Feedback Systems
they are the authors of a new gameplay environment, and to a large degree, of a
whole new gameplay world. This is one of the reasons why level design is such an
enormously fulfilling profession; it literally gives a designer the power to create
worlds.20
So far, so good. In fact, this is no different from most other forms of level
design.
Where level design featuring themes of escapism and wish fulfillment in a
fantastic setting differs from more reality-based design is in some of the intrinsic
goals. A big reason for the existence of the levels is to present a gameplay envi-
ronment, and a virtual environment that appeals enough in its own right that the
player wishes to engage with it and spend time sampling its content. This means
that it is reasonable to include enjoyable areas that don’t feature much gameplay
(but aid in escapism), or to go further and assert that exploring these areas is
part of the gameplay appropriate to the goals of such a level. A big mistake that
many people in game development make is to assume that all gameplay spaces
must feature active challenges and encounters. It is actually important to also
include gameplay space that celebrates escapism through the medium of explo-
ration, or other ways that the player can just enjoy the world. These are some of
the reasons that so many games feature a fantasy, sci-fi, surreal, or otherwise fan-
tastic setting. For many reasons, these genres are especially suited for this kind
of design.
Providing the player with many level design scenarios to achieve these goals
is an important way to allow for deep and interesting elements of wish fulfill-
ment and escapism. Level designers should always ask fundamental questions
about the scenarios they create. In the case of a fantastic setting, these questions
can include:
• Can I reach that strange but beautiful area?
• How do I study that new dangerous creature?
• What else can I use this artifact for?
• Who built this structure?
• How do I reach that floating fortress?
These are just a few random examples, but each one shows that interesting level
design scenarios are just around the corner. And answering questions like these
goes very far in providing the player with what he or she wishes for, and consti-
tutes an effective use of a powerful reward mechanism.
20
If you are interested in level design and that doesn’t appeal at a very basic level, you
may ask yourself some questions.
Reward Systems 109
Simulate!
A completely different approach to escapism and wish fulfillment is found in
simulations, and before we discuss level design theory and simulations, we should
actually look at what is meant by the word.
21
Stephan Hartmann, “The World as a Process: Simulations in the Natural and So-
cial Sciences,” http://philsci-archive.pitt.edu/archive/00002412/, 2005.
110 Emotional Feedback Systems
“Serious games”
There are only few exceptions to this rule, mainly in the area of so-called serious
games and educational games. They are noteworthy because although they can
display many of the characteristics of other video games, they are fundamen-
tally different. There is no formal definition of what exactly constitutes “serious
games”, but it is fair to say that their main focus is that of teaching some real-
world application or education. This can be a commercial focus, for example a
driving game for a driving school, or a scientific one, for example a game that lets
students identify certain plants as part of a biology lesson.22 As already noted in
Chapter 2, games are extremely suitable as a teaching tool, since we are already
trained at a very young age to engage in gameplay in to learn all kinds of diverse
22
Serious games are nearly always educational games.
Reward Systems 111
Fantastic Simulation
On rare occasions, a hybrid game form appears that tries to provide fun game-
play through “realistically” simulating an activity in a fantastic setting, or even a
fantastic activity in any setting.24 This is a strange beast indeed and initially is not
easy to quantify, but some clear examples exist. Take for instance Startopia,25 a
game that expects the player to successfully run a spaceship colony, balancing
the needs of all the diverse onboard species. Another example can be found in
the famous Tamagotchi brand, where the player is expected to take care of a fan-
tastical creature in a realistic manner.
These games still contain the key elements of a rewards system based on
escapism and wish fulfillment, but it is up to the level designer to decide where
to fantabulate and where to simulate. However, the question can be asked: how
can a game simultaneously be both fantastic and realistic?
23
“The Serious Games Initiative,” The Serious Games Initiative, www.seriousgames.org/
newswire/.
24
Typically a fantastic setting, however.
25
Mucky Foot Productions, 2001; published by Eidos.
112 Emotional Feedback Systems
Avoiding clichés
A well-known criticism of wish fulfillment is that it panders to simplistic desires
and that is “too easy,” leading to cheap entertainment that doesn’t challenge or
engage the audience enough. This danger certainly exists, but it is no more a re-
sult of wish fulfillment than elevator music is a result of making music accessible.
If used well, wish fulfillment is a powerful technique that can be used to reward
gameplay, deepen immersion, and to challenge the player’s conception of what
a desired outcome is. It is up to the level designer to decide how to implement
these principles, and what clichés to avoid. There are no hard and fast rules and
what constitutes a cliché can be entirely dependent on the game’s genre or ex-
pected audience.
26
I made that up.
Reward Systems 113
Proportional rewards
Rewards need to be proportionate to the effort expended in obtaining them. Or
at least, the player needs to know that the potential awards can be proportionate
to the effort needed to obtain them. There are exceptions, but they are excep-
tions to the rule. If we ask players to abide by certain rules, they need to be able
to trust the contract and the fact that they will receive a reasonable reward for
27
Like vanquishing small furry creatures or picking berries for days of in-game time on
end.
28
Attain higher levels for their character.
114 Emotional Feedback Systems
their efforts. Even when there is an element of chance in play, this principle stays
intact, as the potential award needs to be high enough to compensate for those
instances when the player receives a lesser reward, or none. But in that case, the
player needs to know that chance is a factor.
Avoid frustration
Don’t promise the player a fat juicy carrot and then just end up repeatedly bash-
ing that player with a stick. This is another instance where rewards need to be
balanced against the effort needed to obtain them. It is frustrating if it is too hard
to get a gameplay award. And there is a point where any reward is too little for the
enormous effort needed to obtain it. It is worth noting that many level designers,
especially those just beginning, err badly in this department. Challenge levels
don’t scale indefinitely; in fact, quite early on, difficulty starts to become a turn-
off, unless skill keeps pace with it. If your level design is based upon a concept
of elite Yoda-master level skills, you have effectively turned off the majority of
your players. These are players who will probably never play your game again, and
Reward Systems 115
they will tell others not to buy it. It is simply not in the contract between level
designer and audience that the audience can only enjoy the game after unbeliev-
able skill levels have been reached. Or at least this is the case in most games.
There are exceptions, like certain types of shoot-em-ups where this difficulty is
part of the core gameplay. And even in these games, there is still an acceptable29
level of difficulty and an unacceptable one. Generally, it is better to think of inter-
esting challenges, rather than of difficult ones. Difficulty is just one of many ways
to keep a challenge interesting.
Application
So far so good, but does this have anything to do with level design? Well, sur-
prisingly, it does. This agreement between parties to temporarily allow a reward
system of submission and release is clearly recognizable in the contract between
artist and audience. Don’t we submit to the whim of the writer or the wishes of
the movie director? Even in the non-passive context of a video game, we still
submit to the same principle, because there is the promise of a reward on the
other end. Sometimes we can be held or a long time, without complaining, in a
state in which we normally would not find ourselves, because the artist is assured
and strong in his or her craft. I will return to this principle of an agreement, or
contract between artist and audience, several times in this book, as it can lead to
useful applications in creative expression, and particularly in level design.
29
Chapter 8, “Immersion,” will explore in greater detail the required balance between
difficulty and skill levels through an examination of “Flow Theory.”
30
Other than the fact that they are aware that they are playing a game.
116 Emotional Feedback Systems
Overt submission
In the case of overt submission, trust is lost if the situation does not result in some
tangible bonus or reward. (The mission needs to end in some form of success,
or at the least in an honest chance to succeed. A tutorial needs to teach, rather
than punish; and collecting all 100 gems of infinity needs to really pay off.31 In
many ways this is the same principle as discussed earlier in the area of investment
and payoff, but it is still a useful alternative way of looking at reward systems. In
this particular case, the player is aware that the game offers specific awards for
specific behavior, and related gameplay tasks are actually represented as such.
It would be a huge mistake to allow a situation where the player thinks that a
certain outcome is guaranteed, only to find out that this no longer holds true.
From this point on, trust is lost, and the player will not be able to make informed
gameplay decisions.
Covert submission
Covert submission to authority is more widespread than most players realize. A
lot of it is planned out early in the level design stage, since it is intended for cer-
tain things to occur, no matter what the player decides.32 If players do not realize
this, or if they agree not to acknowledge the fact that they are forcibly led to
certain conclusions, chances are they won’t resent it.
For example, a level designer may wish to teach the player how to use a cer-
tain play mechanic and therefore have devised a number of artificial encounters
that act as a tutorial. Players may think they are following the request of a villager
in need, while in actual terms they are gaining enough experience points to be
able to wield the sword they will receive at the end of the mission. In order to
present formal gameplay challenges like this in such an informal way, the chal-
lenges have to be presented through the voice of the game itself, without ac-
knowledging the formal real-world goal of gaining X experience points or some-
thing similar. It is generally a good idea if the game “stays in character” and does
not tell the player what the real reason for the task is.
Covert submission is less direct than overt submission, and therefore it is
less easy to define what a betrayal of trust means. There are some definite danger
areas, however. It is often a bad idea to present the player with any of the follow-
ing situations:
31
Perhaps by providing a nice porcelain dog? (I am kidding.)
32
This is why, although it sounds paradoxical, it makes sense to classify this as submis-
sion. Chapter 10, which covers topics like immersion and suspension of disbelief, goes
into great detail on how this works.
Reward Systems 117
• Don’t repeat the same covert task too many times. The player is sure to
catch on sooner rather than later.
• Don’t arbitrarily use this technique. It is much easier to pull off when there
is a good in-game reason for doing so.
• On completion of the task, don’t inform the player that it was all just a ruse.
The player will feel manipulated and resent it.
These are just some general examples. There are many others, all of which de-
pend on genre and conventions.
vidual game, from Tetris to Half Life, and what they all have in common is that
they can empower or disempower the player in a variety of ways.
Keeping it fair
Most people are painfully aware of the fact that life is not inherently fair. We want
it to be, and sometimes the outcomes of our life’s challenges are pleasingly posi-
tive, but just as often they simply aren’t. This is why we often seek out challenges
that can guarantee a fair outcome. Video game challenges fall in that category. As
designers, we can facilitate players in this wish by making sure that we keep the
challenges they face firmly in the realm of fairness. We have the power to create a
world where taking action does mean taking control of one’s destiny.
33
I will return to this theme of benign deceit several times throughout the book.
Reward Systems 119
an item from a museum and make the price of failure much lower than in reality.
In this case, tripping an alarm can be temporary, and the museum security would
reset after five minutes, no matter how many times the player trips the alarm.
Multiplayer Aspects
In multiplayer games, the social dynamics we have discussed cannot help but
come to the fore. By their very nature, multiplayer games need to be condu-
cive to social reward systems. Therefore, the level design has to incorporate this
where it can, to support the game’s design. This can be done in diverse ways and
on many levels of sophistication. The question, as always, has to be “what are my
level design goals?” In this case, some of the answers may lie in areas dealing with
issues as diverse as spatial considerations, fostering group interactions, or converse-
ly, by enforcing social bottlenecks. (The latter case shows that even in multiplayer
games, temporary isolation can be a positive factor.) All of these examples are
120 Emotional Feedback Systems
elements that can occur in real life and are easily adopted or translated into level
design theory. Let’s take a closer look.
Spatial considerations
Have you ever seen a group of school children enter one of those mazes made of
hedges, which are often built in the garden of some castle or ancient mansion? It
is hardly a coordinated and cohesive affair. In fact, if the children are too young,
it may lead to some rather distraught scenes. What only moments ago was a nice
group affair is now a disjointed and confused scene, filled with individual ac-
counts of fear and dismay.34 The maze, while conducive to individual explora-
tion, or at least to use by small numbers of people, ceases to be enjoyable if the
group becomes too large and is expected to stay together. Imagine what would
happen if the group consisted of hundreds of people!
If we translate this scenario into a typical gameplay one, we get a similar
need for spatial consideration. Depending on the size of the game, it is likely that
the gameplay space itself needs to take special steps to support the game’ social
dynamics. For example, a game that requires large groups of people to explore
old ruins can be made much more enjoyable if the ruins themselves allow for
this by providing wide and high corridors and large rooms. This means groups
can travel together and intermittently take stock of the situation by being able to
gather en masse in a single room, without anybody being left behind or outside.
34
Ok, perhaps it is not quite that bad, but it could have been!
Reward Systems 121
Social bottlenecks
Sometimes in a busy multiplayer environment, the constant human interaction,
or worse, constant attacks or abuse, can become too much. Sometimes it is fun
to be a loner, to save the girl as a unique hero, or to just collect one’s thoughts. Or
sometimes it is better to serve the group through individual actions. This makes
the act of breaking away from the group or the masses a positive and can be seen
as a reward in its own right.
This does not mean that it cannot be done while in the service of the greater
communal good. The level designer can use social bottlenecks, for lack of a bet-
ter term, that provide gameplay opportunities for individuals. A sniper may be
able to find a lone perch on top of a building and hold off an advancing group
of enemies while his friends make an escape. The sniper is sure to enjoy a great
deal of social reward when he or she rejoins the group later on when they are
safe. A scout can forge ahead unseen by the enemy and report on the best route
forward. Plenty of other examples exist, but the main point is that it helps to
think about these principles early on, as they can be just as rewarding as group
interactions.
Single-Player Aspects
It may seem a bit odd to talk about social dynamics and single-player games.
Aren’t these games played in solitude, i.e. the opposite from a social dynamic?
35
However, this tends to happen as a consequence anyway.
36
Developed by Valve Software.
37
Developed by Epic Games.
122 Emotional Feedback Systems
This is true to a degree; the player is not with any other people while playing the
game. Nonetheless, this does not mean that social dynamics and social reward
systems cannot have an impact in the absence of people. Two important topics
present themselves: the player can still be exposed to non-player characters
(NPCs) and the player can still be rewarded by, or subjected to, rewarding situ-
ations derived from solitude.38
NPCs
Just because the other people in the game are digital doesn’t mean that they can-
not have an impact, or more to the point, that they cannot be subject to the sys-
tems we described in multiplayer games. This means that spatial considerations,
fostering group interaction, and social bottlenecks are still techniques and areas
that can be explored. NPCs may not be as intelligent or many-layered as real
people, but that is in many ways beside the point. What matters is that they still
need space to maneuver, can work more effectively as a group, and can be subject
to social bottlenecks.
Where NPCs differ from human characters is that the level designer can
control them. While in a multiplayer situation the level designer needs to cre-
ate an environment that is conducive to the people themselves creating socially
rewarding interactions, in a single-player game, the game the designer is able to
determine or predict many of the actions of the NPCs. The designer therefore
can design specific gameplay scenarios that are socially rewarding. This is an im-
portant advantage to have as a designer, as it means the design is not dependent
on the fickle nature of real people.
The player can even form relationships with NPCs. It is possible for a level
designer to foster player bonding with non-player characters, in the absence of
real people to bond with. NPCs can at times provide a similar function to real
players, sometimes with surprisingly strong results. One of the best ways to do
so is by letting the player invest emotionally in the non-player character, as well
as giving the NPC a direct gameplay function. Giving the player the proverbial
puppy to care for can provide direct gameplay gains when the puppy grows up
to be a fiercely loyal guard dog.
38
Often presented as a contrast to social interaction.
Reward Systems 123
waits a certain amount of time before allowing the tension to be resolved. This
state in which the audience is waiting for a resolution is what we call suspense.
While in this state of suspense, the audience will be highly focused and receptive
to onscreen actions.
Compare these two scenes:
Scene 1:
A train is racing across the tracks. We can see that it is filled with
passengers. The camera zooms in on a family scene, two parents and a
child sitting around a table in a carriage. The parents are talking while
the child is playing with a toy train, making it crash and providing the
appropriate sound effects himself. The couple now seem content to look
at their son playing with the toy, they smile at each other. Clearly, they
are happy. Suddenly, the carriage lurches, people scream loudly, and
mayhem ensues. All of a sudden there is quiet, the camera zooms out,
and we see that the train has stopped on a bridge that seems partially
collapsed. It is hanging over the edge of the broken bridge, precariously
balanced!
This scene may be effective40 as it stands and cause fright out of a sense of sur-
prise. I even included a small amount of foreshadowing through the child’s play
with the toy train. Let’s see what happens if we introduce the element of sus-
pense:
Scene 1 v.2:
A grim-faced man is connecting wires to a small box and sweating
profusely. It slowly becomes clear that he is setting up a timer, one that
is linked to a large amount of explosives. Cut to: a family scene, two
parents and a child sitting around a table. The parents are talking while
the child is playing with a toy train, making it crash and providing the
appropriate sound effects himself. Cut back to: the man with the bomb.
We can see more of the environment around the man. He is attaching
the timer and the charge to a large pillar. We can now see that there
are many other charges connected to the same timer, attached to other
pillars. Cut to: the family we have seen earlier. The boy is still playing
his train crash game. The camera reveals that the family is seated within
a train carriage. Cut back to: the man with the explosives. We see he is
ready with his work. He checks his watch and looks at the timer.
The camera zooms out to show that the explosive charges and timer
have been attached to a very high and large train bridge. Furthermore,
40
Although perhaps not a masterful piece of script writing.
Reward Systems 125
we can see the plume of a train appearing further down the tracks.
A train is approaching. Cut to: the family in the train. It is now clear
that the family is heading for disaster, together with everybody else on
the train! Cut back to: the man with the explosives, who is now hiding
behind some rocks with the timer, watching the approaching train.
A figure approaches slowly from behind (a policeman) and suddenly
lunges for the timer, trying to wrestle it from the bomber. A struggle
ensues. Crosscut several times between the fighting men and the approaching
train. The policeman is losing the struggle and the bomber is nearly able
to retrieve the timer. Cut to: a large explosion; debris flies through the
air. Cut to: the approaching train.
Suddenly, the carriage lurches, people scream loudly, and mayhem
ensues. All of a sudden there is quiet. The camera zooms out, showing
that the train has stopped on a bridge that seems partially collapsed. It
is hanging over the edge of the broken bridge, precariously balanced!
The bomb exploded early and the train was able to stop just before
plummeting down the now-broken bridge. Cut to: the family in the
carriage, clearly shaken but unhurt. The boy is still clutching his toy
train.
Despite the laughably clichéd content of the second scene, it illustrates
clearly how much extra tension, depth, and meaning can be added through the
use of suspense. For a long period, the film is able to heighten the tension in the
audience, drawing its complete focus onto the onscreen action. This audience is
finally rewarded for enduring the suspense by a strong and enjoyable resolution
to the tension. This is a clear example of a practical reward system employed to
achieve greater artistic impact.
41
This resolution does not have to be a positive one. If it is rewarding for the audience, it
may well be a disturbing or frightening one, or whatever the artist finds appropriate.
126 Emotional Feedback Systems
knowledge into a scene, meaning that the audience knows more about the on-
screen situation than the protagonist, which creates even more tension and sus-
pense. A typical Hitchcock classic where this occurs is Rear Window,42 where at
a key moment the viewer is allowed to see things unfold while the protagonist
is asleep.
This principle has become so well known that scenes or entire films are now
is referred to as being Hitchcockian, and many famous directors have taken the
old master’s lessons and incorporated them into their own style. Brian de Palma
is a director who comes to mind who has often used Hitchcockian suspense in
his own movies.43
What this kind of suspense shows us is that it is possible to use the principle
of catharsis, the release of emotions after enduring a lengthy and serious chal-
lenge, to create sophisticated artistic techniques. If it can be done in film, it may
well be possible in level design.
Exceptional challenge
Catharsis works differently from other reward mechanisms in level design be-
cause of the nature of the challenge necessary to produce the desired emotional
release at the end. The challenge has to be one that goes beyond the expected
and actually tests the player’s ability, and his or her will to cope with something
on a deeper level than regular game mechanics. This is an extremely difficult
thing to pull off well and one of the more dangerous techniques in level design.
The problem is that is easy to create something that is extremely challenging, but
not so easy to make that challenge one that players are willing to finish. Get the
balance wrong, and the player will just stop playing in disgust and never come
back to the game. Why would players have to put up with fighting some unbe-
42
Paramount, 1956.
43
His film Body Double comes to mind, and in fact it can be seen as an ode to Hitch-
cock.
44
To the audience.
Reward Systems 127
lievably strong opponent that just kills them when even one small mistake is
made? Whatever the level designer’s plan is for challenge, a number of consider-
ations have to be taken into account. It helps if the player is motivated to take on
the challenge, the challenge itself makes sense, and it looks at the beginning of the
challenge like there is a chance of success.
Suspended resolution
Now that an exceptional challenge has been created and the player is commit-
ted to taking it on, the level designer needs to make sure that the challenge plays
out over a sufficient amount of time. It is of no use creating a difficult situation
that can be resolved in ten seconds, as this does not provide enough of a test.
The player will either feel lucky or simply not challenged after all. Instead, just
128 Emotional Feedback Systems
Release (Catharsis)
Finally, now that the player has been guided to a moment where a release of ten-
sion can occur, it is very easy to forget that it has to be a rewarding release of ten-
sion. This can be done in several ways, but it is vital that it is done, or the whole
exercise would end up feeling futile and depressing to the player.45 Rather than
risking this, the level designer needs to make sure that the rewards and the ac-
companying feelings of catharsis are strong enough. This can be done by making
the method of release really satisfying, for example by providing a particularly
enjoyable gameplay scenario that allows the player to overcome the challenge.
It can also be helped by providing an extremely positive outcome, for example
by giving the player a long-coveted item, or restoring an emotional bond with a
previously lost companion. There are countless ways of rewarding the player, but
each level designer must make sure that this indeed happens. If chosen correctly,
the resulting emotional release will create a game moment that the player will
cherish for a long time to come.
Associated Dangers
Catharsis is a dangerous technique to use in level design, yet it is a tempting
one because the potential reward is so high. What the level designer needs to
understand is that the technique easily breaks one of the level design fundamen-
tals, namely making sure that the skill level and challenge are in balance. Frus-
trate players long enough with difficult gameplay and they will leave the game
for good. And the nature of the extended challenges we are discussing here is
by definition frustrating, as the resolution desired by the player is purposefully
suspended by the level designer. Tread carefully!
Furthermore, as in all art forms, the artist has a certain amount of responsi-
bility to the audience. In this case the responsibility is not trivial, as we are talk-
ing about highly manipulative techniques used to elicit an emotionally strong
response. This does not invalidate the technique, but it should at least prompt
45
Another chance to lose a player forever.
Reward Systems 129
the artist to check to make sure that no ethical lines are crossed. It is not up to me
to suggest where these lines lie, but I do think that the question should be asked
by level designers who find themselves in this situation
Practice
Game Genre
Most games where the player can explore an environment.
Goals to Achieve
• Encourage explorative gameplay.
• Provide subtle direction.
• Provide proportionate rewards.
Description
(Example type: Original)
Abandoned house. When choosing a setting that rewards exploration game-
play, it is worth taking a moment to think of something that really speaks to the
imagination of the player. This is a nice general goal to maintain, but it is essen-
tial in the case of exploration gameplay, as we have to create an environment in
which the player’s imagination leads them to explore.
An example of such an environment can be a grand abandoned old house.
The concept immediately puts certain images and desires in the mind of the
player: images that can be incorporated into the level design, based on explora-
tion gameplay principles.
130 Emotional Feedback Systems
House areas. We can list areas in the level that are subsequently more and more
off the beaten track, but can yield bigger rewards, both in terms of in-game items
that can be found and of new interesting areas that the player can discover (the
latter can function as a reward in its own right):
• corridors,
• main rooms,
• secondary rooms,
• locked rooms,
• hidden cupboard,
• out of reach attic (pull down ladder),
• locked basement,
• secret passageway,
• secret garden.
These are all easily incorporated into subtle and imaginative level design sce-
narios. Faint footsteps on a dusty floor can lead to a hidden cupboard. Locked
rooms are a clear invitation to explore and find a master key. A locked basement
demands to be accessed one way or another. A secret garden in the middle of a
folly maze can yield real revelations.
Each of these examples can reward the player in one way or another, but
they are all subject to explorative gameplay. If the player is willing to put in the
effort, then he or she can uncover deeper and more exciting secrets and be re-
warded in the process.
Further Notes
It is always useful when thinking of a setting for this kind of gameplay to take
this into account. Is it easy to provide deeper and deeper layers of explora-
tion? If the answer is yes than the level design process should be significantly
easier.
Game Genre
The technique is suitable for use within specific levels or a dedicated level that
functions as a hub for all other levels.
Goals to Achieve
• Provide a reward mechanism that uses escapist desires to be effective.
• Incorporate this directly into the level design.
• Tie this into other uses, like providing a practice space for the player.
• Incorporating exploratory or other rewards into the general setup.
Description
(Example type: General)
The extendable safe haven. If a level can feature a safe house or an otherwise
safe area (for example, one that can function as a hub), the level designer has a
good opportunity to create an area that fulfills the desire for escapism. This is
done by creating an area the player returns to regularly, at will or otherwise, in
which no harm can befall the player. Instead, it is a safe place in which the player
can indulge in exploration, strategize, practice skills, store loot, and enjoy a re-
warding environment. Other uses can be added as well.
The safe haven—let’s take a fenced off forgotten industrial area as an exam-
ple—can be made into an extendable safe haven by treating it as a playground and
a home base that features rewards that get slowly unlocked. In this example, the
player can start in a single building at ground level where they can store loot and
decide what to do next. Subsequently, throughout progressing through the level
(or through a hub for all levels), the player will acquire additional skills, abili-
ties and equipment, which can be used to extend the safe haven. New athletic
abilities can make the player reach high places that were previously out of reach,
including a new building with new secrets to discover. New equipment, like a
blow torch or a fence cutter, can open up previously locked areas. The more the
player progresses, the more environmental rewards they may achieve, like great
panoramic views, finding new creatures to interact with and other rewards. As
long as the whole area provides an entirely safe playground for these principles,
the chances are that it will feel like an escapist retreat or playground.
Further Notes
This is a setup that has been used in a number of games, but is especially well
implemented in the Tomb Raider46 games, where the safe house is actually Lara
Croft’s in-game house.
46
Published by Eidos Interactive.
132 Emotional Feedback Systems
Game Genre
This technique is suitable for most games.
Goals to Achieve
• Create a desire in the player.
• Build the desire up to a degree that it can become a real reward if fulfilled.
Description
(Example type: Existing game)
The most effective way of providing wish-fulfillment in a level is by creating and
then building up a desire or by strengthening an existing one. In this example we do
this by confronting the player with something desirable all the way through a level,
and making sure that that desire is granted only when this has the greatest impact.
“Wouldn’t It be cool if?” Every gamer has moments when they wish they
could do something, or experience something in a level, that they can’t for one
reason or another. This technique is based on the idea that the player is led to
think this, only to be extremely pleasantly surprised when they can do it after all.
So, the object of this technique is to create a desire that may seem out of
reach but can be fulfilled after all. The exact subject of the desire is completely
fluid and depends on the game and the specific level.
Some great examples are found in a few very famous games (no coincidence,
in my opinion). In Half Life 2: Episode 247 the player is confronted with an ex-
tremely powerful AI companion, a robotic sidekick named Dog. Dog is shown
early on in the game to be extremely strong. (This goes back to a previous install-
ment of the game.) The creature helps the player out on a few occasions, show-
47
Published by Buka Entertainment, developed by Valve Corporation, released October
10, 2007.
Reward Systems 133
ing prodigious strength and ability. The player slowly starts to wish for DOG
to be able to do more than provide sporadic help, and a subtle wish enters the
player’s mind that it would be really cool if DOG were pitched against one of
the game’s super powered opponents. This never happens, however, and it stays
a wish in the player’s head every time they see DOG. Until suddenly, this does
happen when the AI creature suddenly reappears when the player really needs
him and gets into a fight with an enormous robotic tripod creature, known as a
Strider. The resulting fight is pure wish fulfillment.48
Further Notes
Including moments like this can be combined with the need for set pieces and
memorable moments in a game. Get a few of these right, and players will fondly
remember the game.
Game Genre
This technique is suitable for cooperative multiplayer games.
Goals to Achieve
• Reward cooperative play.
• Provide a level design set piece based on cooperative principles.
• Teach the player the value of communication.
48
This moment was so successful that it has been turned into a poster available from
Valve’s online store: http://store.valvesoftware.com/productpages/prints/product_
HL2DogvStriderPoster.html.
134 Emotional Feedback Systems
Description
(Example type: Original)
A cooperative multiplayer game’s core game design should be such that social
interaction is rewarded, and in most cases this goal is met in basic gameplay deci-
sions. Players may share resources, commands can be given to a whole group, or
group attacks can be subject to damage multipliers.
This is all valid and on its own can do much to reach the game’s desired
goals, but the level design needs to provide a context for the cooperative actions
and enhance them or instigate them when possible. This can be done by provid-
ing the players with challenges that are only solvable, or are better solvable, by
players working together in concert. The idea is to create a sense of codepen-
dency where players need to be aware of each other and fulfill roles that support
the group as a whole.
Codependent group defense. In this scenario the players need to defend a
specific area—let’s say a base—against an attack or invasion of sorts that is com-
ing in waves from all directions. Codependency is guaranteed if the base can-
not physically be defended by a collection of isolated individuals, but requires a
group working together, in constant communication with each other.
Imagine that the players can defend their base through the use of turrets,
which are mounted with the only weapons strong enough to stop the invaders.
There is, however, only a limited number of turrets available, too few to cover
the entire base, and they are very slow to be redeployed. The only way that the
defending players can position the turrets in time to repel the waves of attack is
by receiving advance notification of the directions from which the attacks are
coming. To do so, a number of players will have to leave the base, scout out ad-
vancing enemies, and report their locations back to the base.
To create an even deeper sense of codependency, we can make the scouting
job too dangerous for one player, and instead require a guard to go along and
protect the player while he do his scouting work.
When all the waves of attack have been stopped, all players involved will
have individual stories on how they helped the group as a whole, which in turn
will yield a large sense of accomplishment both on an individual level and on a
group level.
Further Notes
This is a specific set piece that requires the level designer to plan and orches-
trate the gameplay to a certain degree and make sure that players understand
what their roles are. Easier implementations can be construed that employ the
Reward Systems 135
same principles but are less dependent on polish and extra level design work: for
example, a t-junction where two players need to cover each other’s backs, or a
bottleneck where players need to perform various diverse tasks simultaneously
in order to progress.
Immersion
8
T he concept of immersion constitutes an interesting metaphor. It brings
to mind the sensation of being immersed in water or some other fluid.
When immersed we are completely enveloped, and in many ways it speaks of
an all-encompassing experience. We speak of being immersed in a story or be-
ing immersed in work. When this occurs, we temporarily exchange our wide
view of the world around us for one that employs a very narrow gaze or focus.
There are many ways this state can be reached, but the one that is of most in-
terest to us within the context of this book is the state of immersion reached
through artistic constructs, although I will touch on other forms of immersion
as well.
We cannot speak of this kind of immersion and immersion techniques with-
out looking at the concept of suspension of disbelief, which lies at the core of these
matters.
Concept
Suspension of Disbelief
George Orwell famously coined the term double think in his seminal dystopian
novel 1984. The concept of double think is fascinating, if initially difficult to
comprehend (by definition). This is the description offered in the book1:
the power of holding two contradictory beliefs in one’s mind simultane-
ously, and accepting both of them.... To tell deliberate lies while genu-
inely believing in them, to forget any fact that has become inconvenient,
and then, when it becomes necessary again, to draw it back from oblivi-
1
George Orwell, 1984, Penguin Books, New York, 1968, p. 171.
137
138 Emotional Feedback Systems
Cognitive Dissonance
At times this ability can be so strong that it takes us to too far, into areas where it
isn’t appropriate. An example of this is when it occurs within the realm of a per-
son’s worldview. In other words, it can occur outside the realm of make believe,
fantasy or other accepted forms of artificiality, which is of course very danger-
ous. How can we make correct judgments of the world around us if we submit
to contrary beliefs? The simultaneous belief in contrary facts, when exposed to
evidence that threatens this belief, can lead to strange results. It can cause mental
friction and conflict, which need to be resolved. When this happens we speak of
cognitive dissonance, which has been defined as
anxiety that results from simultaneously holding contradictory or
otherwise incompatible attitudes, beliefs, or the like, as when one likes
a person but disapproves strongly of one of his or her habits.2
2
American Psychological Association (APA): cognitive dissonance (n.d.), Dictionary.
com Unabridged (v 1.1). Retrieved June 02, 2009, from Dictionary.com website: htt p://
dictionary.classic.reference.com/browse/cognitive dissonance.
Immersion 139
to do is tell them they are being attacked and denounce the pacifists for
lack of patriotism and exposing the country to danger. It works the same
way in any country.”3
In this case the manipulation occurs by appealing to the human need to feel
protected, through the use of propaganda. Other examples can be given where
manipulation occurs by appealing to a need to protect, nurture, mate, or one of
many other natural human urges.
Positive Uses
It is important to understand that the mechanisms described so far, although
open to malicious manipulation, are not negative in themselves. There are of
course many legitimate ways to use this knowledge. Techniques to enhance im-
mersion and encourage suspension of disbelief have been practiced and honed
for millennia by storytellers and other artists across many disciplines.
There is nothing sinister about a skillful storyteller enthralling an audience
around a campfire. We don’t resent a filmmaker for using meaningful camera
angles to add strength to a scene. Cognitive dissonance, for example, can be
used to create tension in a story or to engineer an audience’s need to resolve
within a fictional setting. Artists and entertainers rely on manipulating the au-
dience in order to be effective, and the audience is willing to subject itself to
this kind of positive manipulation. Crucial to these positive examples is that
the manipulation occurs with the consent of the manipulated. (As opposed to, for
example, political propaganda.) We could describe this process as one of benign
deceit.
Pianist Hal Galper describes this implied understanding between artist (or
entertainer) and audience as follows:
A mutual social contract is unconsciously agreed upon between artist
and audience. The conditions of this contract must be fulfilled by both
performer and listener and entail emotional risk for both parties. Con-
trary to popular belief, most people are afraid of freedom, of “letting
go.” Suspension of the sense of self is a rare, pleasurable experience that
is not an everyday occurrence in most people’s lives. Audiences gravi-
tate toward live performance situations because they offer a safe way
to let go. However, letting go can suggest the possibility of emotional
3
Gustav Gilbert, interviewing Hermann Goerring during the Nuremberg Trials in April
1946. Later published in the book Nuremberg Diary (G. M. Gilbert, 1961). Available at
http://www.snopes.com/quotes/goering.asp.
Immersion 141
risk because the listener’s defenses are let down. Listeners, by showing
up paying and paying an attendance fee, have willingly entered into an
agreement with the performers. They feel comfortable with the fact
that, along with other members of the audience, they’ve agreed to open
themselves up to any influence the performers may exert upon them. As
suspending one’s sense of self creates a unique sense of freedom, the lis-
tener can then derive pleasure from this experience allowing themselves
to be swept up by a musical performance without emotional risk. The
audience has, for that moment, put the state of their emotional well-
being into the hands of the performer, a responsibility the performer
must accept with care.4
There is an underlying understanding between artist and audience that this
manipulation is legitimate as long as it is not abusive. There are of course many
instances where the boundary between abuse and legitimate artistic expression
is blurred, but the principle stays intact. The disagreement between artist and
audience in that case is one born of execution, not of principle.
4
Hal Galper, “The Social Contract: Presentation And Creativity,” Down Beat Magazine,
http://www.halgalper.com/13_arti/social_contract.html, December 1994.
142 Emotional Feedback Systems
Concept Summary
A human being’s capacity for immersion and suspension of disbelief is all-perva-
sive and deeply ingrained in all aspects of our lives. In many cases this is a benign,
even necessary phenomenon. It occurs on a daily basis on a natural and often
subconscious level.
One should be aware, however, that it can also be manipulated, especially
by those who understand what underlying mechanisms are at play. This can be
done in amoral and illegitimate ways (without explicit approval), or this can be
done with the consent of the user to create a positive experience (as in the arts).
If it is done well, the various elements that allow an audience to suspend its dis-
belief contribute to a general sense of immersion. In effect, the artist creates a
coherent virtual environment or experience in which the audience can believe.
We can find this immersion in artificial environments through suspension of dis-
belief all throughout culture. Examples are rife and include books, films, music,
and video games.
Further factors that can contribute to immersion but are independent of
suspension of disbelief are also at play. These are too wide-ranging in scope to
cover in one book, and they often occur outside the context of art and enter-
tainment. Nonetheless, it is important to study them to create a deeper under-
standing of immersion and immersive factors, since this knowledge can help by
improving or discovering new immersive techniques. What all these concepts
tell us is that human beings are subject to, and have inbuilt mechanisms that allow
them to enjoy, deeply immersive experiences.
A solid understanding of a broad scope of immersive techniques lies at the
core of most aspects of level design. As level designers we have the capacity to
fulfill our end of the unwritten contract between artist and audience by making
sure we employ all the knowledge we have of mood manipulation without be-
traying the trust of our audience.
Theory
least this is what happens if the artist is skilful enough in the necessary manipula-
tion techniques. This is extremely relevant and applicable to level design because
video games often operate as artificial worlds. We want players to believe in those
worlds so that they accept as a consequence the game’s formal rules.
If level design acts as a teaching mechanism, it helps if the pupil is willing to
believe the teacher.
It is not enough for the level designer to just focus on gameplay mechan-
ics in an isolated way. We need to be able to bind the player to the gameplay
world in a manner that is not objectionable or overly coercive. We need to be
able to charm players, engross them in a new universe, and make sure they want
to spend time in it. This can be done in a positive way, by providing a beautiful
or engaging environment; or just as valid, in a negative way by realizing a night-
marish dreamscape. Key to this is that we make sure that the player is willing to
suspend disbelief in what clearly is an artificial reality. (In most cases, immersive
gameplay will trump other elements of immersion.)
There are hundreds of ways to achieve the goal of immersion, and through-
out this book we will cover a large number of basic techniques that can be adapt-
ed by any level designer. This chapter will look at a number of general principles
and allow for ways of extrapolating to practical theory and application.
trapolated upon when appropriate. This topic is too wide ranging to be covered
in its own section; instead, I will raise it as it occurs in relation to other elements,
whenever they occur.
The Zone
Many classic eighties movies feature a scene where somebody, often the hero, is
completely engrossed in a video game, typically played on a machine at an arcade.
Take for example that seminal piece of eighties filmmaking, The Last Star Fighter,5
in which the main character is so good at an arcade game that he is identified as
“The Last Starfighter,” an elite starship pilot destined to save the universe.
Or consider the opening scene in the film War Games, where Matthew
Broderick displays an unmatched mastery of arcade games, foreshadowing his
later conflict with, and understanding of, a pentagon computer on the verge of
unleashing thermonuclear war.
I am not including these examples of eighties cinema just out of some sense
of nostalgia (although I was one of those kids chained to the local arcade’s game
cabinets, in the town where I grew up). The reason I mention them is twofold;
1. Video game developers started to become really good at tying players to
their games,6 and gamers started to experience a state where, for prolonged
periods of time, they were completely immersed in the game they were
playing, often at the height of their ability.
2. Society in the eighties showed a genuine interest in this phenomenon
of video-game-induced deep focus, and this fascination was reflected
in countless eighties movies that have built scenes around this concept.
The two previous examples are typical in that they showcase the players
of games as people with extraordinary powers, echoed in their mastery of
video games. These players were able to stay “in the zone” for extended
periods of time.
This jargon of being “in the zone” became widespread7 and accepted, and
was subject to serious study and research. The zone is a concept where players are
kept in a completely immersed and entertained state of mind by the game they
are playing. The interaction between game and player is completely harmonious,
the game is working well, and the player is playing well. Often this leads to play-
5
Directed by Nick Castle, distributed by Universal/Lorimar, a joint-venture (original
release), released on July 13, 1984.
6
To make sure they kept pumping quarters into the game.
7
Previously limited mostly to the field of sports.
Immersion 145
ers performing at the peak of their abilities, which is often referred to as being
“in the zone.” The concept goes further than degrees of proficiency, however. It
may be more accurate to describe the zone as a place where the player is utterly
engaged with the game, or in other words, a place where the player is completely
immersed in the game. A place where as level designers we would like to lead
players, and keep them for as long as possible.
Optimal experiences
Flow theory was originally linked to the study of happiness. Through years of
academic research and interviews with thousands of people around the world,
Professor Csiksczentmihalyi has been trying to determine how people experi-
ence happiness and what causes this state of being. One of the terms he uses in
his books is optimal experience. He describes the happiness inherent in optimal
experiences as follows:
Getting control of life is never easy, and sometimes it can definitely be
painful. But in the long run optimal experiences add up to a sense of
mastery—or better, a sense of participation in determining the content
of life—that comes as close to what is usually meant by happiness as
anything we can conceivably imagine.8
These optimal experiences describe life experiences, and the professor does not dif-
ferentiate between activities that can cause this happiness to occur. The source can
be any experience, ranging from work to childrearing to survival sports. What is
more important is finding out what makes these (optimal) experiences enjoyable.
Elements of enjoyment
Throughout many interviews, and from further research, the professor found
that all respondents, regardless of culture, location, financial status, etc., shared
a number of “elements of enjoyment” that are fundamental9 to being happy. He
has formulated eight principle elements of enjoyment:
8
Mihaly Csiksczentmihalyi, Flow: the Psychology of Optimal Experience, Harper Peren-
nial, New York, 1991, p. 4.
9
Although not all of them need to be experienced simultaneously.
146 Emotional Feedback Systems
10
From an interview with Wired magazine, “Go with the Flow,” Wired, http://www.
wired.com/wired/archive/4.09/czik_pr.html, September, 1996.
11
Mihály Csíkszentmihályi, Flow: The Psychology of Optimal Experience, Harper
Perennial, New York, 1991, p. 71.
Immersion 147
our level designs. This becomes even more exciting if we look at the basic me-
chanics at play when we look at the circumstances under which flow occurs.
Flow channel
According to professor Csiksczentmihalyi, being in a state of flow can occur
when a person is participating in an activity that is balanced between the per-
son’s ability and the activity’s challenge level. This is clearly illustrated in the dia-
gram in Figure 8.1.
When the challenge is in balance with the person’s skill level, that person is
in the (flow) zone. But if the activity is too challenging, the subject will feel anxi-
ety. Conversely, if the person’s skill level is too high, boredom will ensue.
but a key aspect that permeates all other related areas. Flow theory can provide
us with valuable insights on how to keep the player immersed in our levels and
on keeping the levels as enjoyable as possible.
inversion of the principle, “do NOT give players what they want.”) Later in the
level, when the desire to shoot things has been amplified by this preponderance
of targets, the level design can deliver in a dramatically impactful way, providing
shooting action in spades. This is a dangerous method, since it can put off the
player if taken to extremes. But if used correctly, it can be an incredibly powerful
way of focusing the player on in-game events. As this example shows, from iden-
tifying player desire (the player wants to shoot things) a clear level design tactic
has evolved that is relatively nuanced and ultimately rewarding to the player.
Other player desires will yield other techniques, but we must first under-
stand what it is that the player wants to get out of the game. This can result in
charming the player by rewarding this desire immediately, or it may not. Some
games are best served by surprising the player, and others by giving players ex-
actly what they want. But an intelligent choice can only be made by level design-
ers if they know what the player’s needs are in the first place. Either way, this is
knowledge that through good application in level design is much more likely to
keep the player immersed.
argument for our subconscious mind that it is okay to suspend our disbelief. Any
good storyteller knows that adding key details, even if not directly related to the
story, makes a story come alive. A game’s level, for better or for worse, has the
capacity to convey a huge amount of historic information:
• Are the buildings old and abandoned, or shiny and new?
• Is the NPC aware of the player’s history?
• Has there been a previous battle is this location?
• Are there boat wrecks at the bottom of the sea?
• Has anybody been up this trail?
• Whose skeleton is that?
The list is endless.
The downside of is that the level designer needs to be aware of all this in-
formation, but the upside is that it allows a large amount of control over what
information is conveyed to the player. Because of this, it gives the level designer
many golden opportunities to really deepen the immersion that a player feels in
the level, something that should be embraced and used whenever possible. We
can take a sterile and uninspiring piece of suburbia and age it artificially by mak-
ing sure that the textures show age, and that the buildings have been adapted by
their owners and imbued with their personality. We can have NPCs reference
important past events, plant evidence of submerged subplots, add secret areas,
and many other things besides. If this is done correctly we should be able to
sketch out enough of an outline for the player’s unconscious mind to accept the
place as real. If this happens, we have achieved an important level design goal.
Non-Games Examples
This principle of historic grounding is known throughout art and entertainment
and there are many established methods and philosophies related to achieving
this goal. George Lucas, to take a famous example, has referred to it in the past
as wanting to create a “used future.”13 He talks about giving the future a past by
using props that are deliberately smudged or have been used in real life. Instead
of a shiny technocratic future, this creates a more believable one, where objects
look like they have always been there. This can be seen, for example, in his film
THX 1138, which features an industrial setting where workers operate machin-
ery that may be futuristic, but not implausibly so. The machines look like they
are made to be used (and have been used) instead of being incorporated in the
movie because they look sleek and stylish.
13
THX 1138: The George Lucas Director’s Cut, Special Edition, Warner Bros., 2004 (origi-
nally released by American Zoetrope in 1971).
Immersion 151
Game Logic
An important aspect of suspension of disbelief is indeed believability. Sometimes
it is forgotten that suspension of disbelief does not mean that a level can incor-
porate any idea or arbitrary restriction that the level designer wants to use. This
isn’t because those ideas are too wild or too fantastical, but because they need to
conform to the game’s internal logic, or game logic.14
There are certain conceits that an audience is willing to put up with, even if
they are not realistic in the real world, as long as they link into the game’s reality
in a logical and consistent manner. For example, take Tolkien’s Lord of the Rings,
famed for its detailed immersive world. People are perfectly happy to suspend
their disbelief in magic, orcs, dwarves, and a plethora of other things that would
be utterly ridiculous in the context of our real world. This is the case because
these elements are part of a complete and logical set of internal rules. Imagine,
though, that at Helm’s deep, Gandalf suddenly would pull out a handgun and
start shooting orcs in the kneecap while spouting sarcastic one-liners? Both the
act and the behavior would be so inconsistent with the established internal rules
that readers would immediately lose their suspension of disbelief and most likely
abandon the book. (This behavior is perfectly acceptable, however in most Ar-
nold Schwarzenegger action movies.)
The same principle applies to level design. Just because it is possible in a
game to set up fantastical or science-fiction themed scenarios does not mean
that they aren’t subject to sustained and serious scrutiny by the player.
14
The concept of game logic is partly determined by game and genre conventions, a topic
discussed in detail in Chapter 7, “Towards a Shared Grammar for Level Design.”
152 Emotional Feedback Systems
Please note that this also means that the level designer needs to be diligent
in laying out the groundwork and must teach the player what the game’s internal
rules are, or in other words, must establish and maintain game logic.
15
“God from the machine.” In classical Greek plays, gods would sometimes resolve a
tricky situation through divine intervention. An actor playing a god (deus) would be
literally lowered onto the stage by a mechanical crane (machina). The term now refers
to an improbable intervention by the author to solve some problem, for example, the
appearance of a will in a murder mystery.
Immersion 153
most games’ development processes. The reason is that in the very finite sched-
ule of commercial level design, the focus is on something that is good enough, not
on something that is very good. This often means that due to time considerations,
resources are focused on other matters, often as simple as getting levels to a ship-
pable state. A shippable state is often a far cry from a very good level, however. It
is essential for level designers to work to a sensible budget and specifications and
be able to create good immersive levels from that starting point. If appropriate to
the game, immersiveness needs to be part of its early spec and be incorporated
into the level design.
Often it will be argued that immersiveness is always trumped by direct game-
play implementation, but that is too simplistic an approach. Can you imagine a
game like Silent Hill16 working well without a serious amount of time assigned
to the level designers to implement levels with a good use of atmospherics and
ambience? Silent Hill 2 starts with an extended walk through the woods, without
actual gameplay, yet the scene is riveting and completely immersive. It is an ex-
cellent start to the game and sets up the whole experience of irrational fear and
dread very well.
Level designers should expect many arguments about an approach like this,
but they must be able to fight their corner. For this to be possible, they must have
a good grasp of what constitutes ambience and atmospherics. Vague as these
terms may be, there is much known about them, even if it is subjective to a de-
gree. Within the context of level design, I make a distinction between the two,
where ambience is to do with location aspects, while atmospherics have more to
do with general mood enhancement.
Ambience
Brian Eno, the inventor of ambient music, has the following to say on ambience:
An ambience is defined as an atmosphere, or a surrounding influence:
a tint. My intention is to produce original pieces ostensibly (but not
exclusively) for particular times and situations with a view to building
up a small but versatile catalogue of environmental music suited to a
wide variety of moods and atmospheres.17
Note that he talks about music that is part of the environment, an important dis-
tinction that sets the music apart from a normal soundtrack. (Although a sound-
track can be made up of ambient music, in which case the two can coincide.)
16
Famous survival horror game series, known especially for its disturbing atmosphere.
17
Liner notes from the initial American release of Brian Eno’s “Music for Airports / Am-
bient 1,” PVC 7908 (AMB 001), 1978.
Immersion 155
This direct link to the environmental spaces is crucial, and one that is greatly
helpful to level designers, since they are the designers of the game’s spaces, to-
gether with the art department. With that in mind, a number of immediate ex-
amples jump to the fore:
• ambient sounds,
• ambient lighting,
• particle effects18 (steam, rain, etc.),
• props,
• fauna and flora.
These are just a number of straightforward examples that are easily identifiable
but nonetheless need to be part of the overall spec.
Ambient sounds
We all know of a number of aural game clichés; on top of a mountain we hear wind,
in caves we hear drips, etc. However, these kinds of straightforward implementa-
tions are not just representations of sounds that need to be picked from a list to
complete a level’s outstanding tasks. Recorded sounds not only have documenta-
ry qualities, they also have psycho-acoustic qualities, which means they have the
ability to have an effect on the psychological interpretation of sound. Machine
hum can be made to sound calming, a purring engine, or it can be made to sound
unnerving, an infernal machine. This is a subtle but very powerful concept. Choos-
ing ambient sounds smartly gives the level designer a way to manipulate player
experience in a profound manner without things appearing overly directed.
(Much more on this in Chapter 11.)
Ambient lighting
Normally when we speak of ambient lighting we are talking about using the
lighting naturally present in the environment, which can be natural (sunlight) or
mechanical (room lights). In film and photography this is often not enough and
additional lighting is added to the scene by the photographer or camera person.
This artificial lighting is often recognizable as such, but there are tricks to make it
appear natural or ambient. This is very relevant to level design, since all lighting
in levels is artificial. The ultimate goal of lighting, beyond illuminating a scene, is
to support it. Sometimes that means making sure the gameplay works well, but
there is also a large part reserved for enhancing a level’s ambience. This is mostly
done by making sure that where possible, lighting is emitted by believable light
18
A computer “particle” rendering effect that can simulate diverse phenomena like fire,
rain, steam, smoke, sparks and others.
156 Emotional Feedback Systems
sources, from the sun to room lighting, glowing panels or monitors, or whatever
else can be used for this goal. It is surprising how effective it is to exaggerate weak
light sources in a room to create a natural feeling. Even if the light sources would
never produce this much light, the brain gets tricked into believing it.
Particle effects
An easy way to add to the natural ambience of an environment is by logical and
consistent use of particle effects. This can encompass anything from believable
rain, smoke and fire, or the old favorite; steam coming from pipes and vents. The
best use of this goes beyond the merely decorative. It can suggest much about
things that aren’t there (a working electricity net) or strengthen the impact of
things that are present; an animated model of a train will look much better in the
environment if it emits steam and smoke while sparks fly off its connection with
the energy grid.
Props
Levels need to be populated as well. Look round the environment you are in
right now, chances are that there are all kinds of objects scattered around. News-
papers, junk, furniture, crockery, you name it. Levels that don’t include this are
sterile and lacking in ambience. Even if the player doesn’t know what exactly the
problem is they will still notice that something is lacking.
It is even better if we can incorporate props into gameplay. We have seen
the use of things like crates so often now that it is almost humoristic, but surely
we can use other objects to achieve similar results. Props can be used for cover,
missiles, barriers, rams, artificial steps and many other things. Just a single useful
object can add to ambience, strategy, interactivity or symbolism… not bad for
a humble prop!
of life that are independent of player action, suggest that the world only takes par-
tial notice of the player, which suggests that the world is bigger than the player’s
imagination. This often subconscious realization in the player’s mind is often
enough to generate a strong desire to suspend disbelief, as enough evidence is
presented that the game world is complex, coherent, and exists in its own right.
If approached in such a manner the level designer can consciously manipulate a
subconscious process that betters the player’s gaming experience. A number of
examples will be given in the practice section dealing with this topic, following
the current chapter
Atmospherics
While ambience is defined as part of the environment, atmospherics are en-
hancements or additions to the environment or to the experience in general.
Sometimes they overlap; an environment can be made to be atmospheric, often
however they are very different, at least in their approach. They share the same
goal however, immersing the player deeply into the gameplay experience and
thus aiding a suspension of disbelief. Atmospherics can be roughly divided into
atmospheric additions, and atmospheric enhancements.
Atmospheric additions
We speak of atmospheric additions when we add elements to the game world
that are not normally native to it, in order to add to the desired atmosphere for
the level. No definitive list of examples can be created for this as so many unique
additions can be envisioned depending on genre, platform, level, or game type. I
can however provide some typical examples.
Music
A very effective example of adding something that is not native to the game
world, yet which still deepens immersion, is the use of music. One only has to
look at film to see the potential impact music can have to a scene. This subject
will be covered in great detail in Chapter 11.
Voiceover
The use of voiceovers in games is not without precedent and can be very ef-
fective. A good example of this can be found in ID Software’s Quake 3 Arena,
where the gameplay has been turned into a tournament sport, complete with
voiceovers provided by a commentator who remarks on several in-game events.
158 Emotional Feedback Systems
Voiceover can be used in other game types, as well. A mystery game grounded
in classic hard-boiled detective fiction may benefit from a film-noir-inspired voi-
ceover incorporated in the levels, or a historic strategy game may include a sage-
like voiceover, providing extra weight or mystery to the level’s events.
Atmospheric Enhancements
We speak of atmospheric enhancements when we take already existing elements,
native to the game world, and enhance them to provide a more atmospheric
experience. This kind of enhancement is related to ambience, but a subtle dif-
ference occurs, insofar as that ambience wants to emphasize, or become part of,
the environment, while atmospherics want to enhance what is already there to
strengthen its impact. Sometimes these things overlap, and sometimes one fol-
lows the other. As with atmospheric additions, atmospheric enhancements are
too numerous to cover in exhaustive detail, but we can look at typical examples:
Lighting
Level design lighting performs two functions:
1. It determines what the player can see.
2. It colors the perception of what players see.
The first function has many practical secondary effects, including matters of di-
rection or misdirection. This will be covered in other chapters, notably in Chap-
ter 10, “Visual Experiences.”
Immersion 159
On the other hand, the second function has application in the area of im-
mersion. As is clear from the fields of film and photography, lighting can com-
pletely change the impact of a scene. Imagine a normally lit room containing a
character, a living area, and a bed in a typical apartment complex. This scene is
functional but nothing special. Now imagine the same room like this:
The bedroom is covered with dancing shadows cast by a slowly swinging
flickering light bulb above an unmade bed, while the living area is only slightly
illuminated by cold moonlight falling in through the only open window,
showing the backlit silhouette of an emaciated person. A soft droning sound
can be heard in the background.
Suddenly we have atmosphere in abundance, at very little cost to the level de-
signer. The use of lighting deserves its own chapter, but for now it suffices to say
that level design can really shine19 if it is applied well.
Consider this eloquent description of the power of lighting and the need to
reach a state where the audience suspends its disbelief:
Stage lighting was once the supreme manifestation of manipulative am-
bience: it paints the scene; it changes to adjust the mood for the audi-
ence while they just sit there. And that of course is its ultimate limita-
tion: in the darkened auditorium the audience remains detached and
unimmersed, never—in the famous phrase about yielding to staged
reality—fully “suspending disbelief ” about those onstage golden veran-
das, spangled dancing levels, bluish dramatic storms, and rosy dawns.20
Lighting can have a huge role in establishing the right environment for the player
to truly enjoy the game.
Game camera
Many games, but by no means all, allow a certain amount of control over the
game camera. This can include camera placement, lens type, field of vision
(FOV), direction (yaw, pitch, roll), camera transitions, and other aspects. It can-
not be emphasized enough how greatly bad camerawork can hurt a game, or in-
versely, how greatly good camerawork can enhance a game, including in the area
of immersion. Take survival horror as an example, including games like Resident
Evil or Silent Hill, and imagine them with simple unimaginative camerawork. Do
you think these series would still be as big as they are now? Furthermore, even
if this is not apparent, for example in the case of first person shooters, there may
19
No pun intended.
20
Nathan Silver, “The Suspension of Disbelief,” Metropolis Magazine, http://www.metro
polismag.com/html/content_0501/chn/index.html, May 2001.
160 Emotional Feedback Systems
still be possible uses. For example, what if the level designer can place triggers in
a level, such that when the player sets them off, this subtly changes the depth of
field of the player camera?
Note that I strongly urge any level designer working on a game where this kind
of control is theoretically possible to make a strong case from the beginning that this
control is indeed made available. In an ideal world this includes at least one dedi-
cated programmer and a good toolset to implement and try out camera work.
If a complex camera is needed for the game, but it is not worked on and
respected from early on in the project, you are in real trouble.
Dramatic scale
Much atmospheric mileage can be derived from good use of dramatic scale. This
goes beyond matters of just art direction, but much can be gained by building a
strong relationship with the art department in general and concept artists in par-
ticular, since it is their job to enhance the game through visual techniques. Don’t
be afraid to submit a request for concept work for the levels you are working on,
with specific requirements about atmosphere and immersion. For example, it
is perfectly fine to sit down with a concept artist and talk through the general
gameplay progression of any particular level. You could then add a request at the
end, which might look something like this:
All the way through the level, I want the player to be confronted with a contin-
ual sense of unease and dread, even if this is subtle and in the background.
Now that the artist knows the level progression and has a specific atmospheric
goal to aim for, he or she may come back to you with all kinds of ideas that you
would never have thought of. This coordination between level design and art is
especially important when it comes to matters of dramatic scale.
A good example of this is found in Sony Computer Entertainment Japan’s
Ico, in which players are constantly reminded of their own vulnerability and the
size of the task at hand by the massive and overbearing architecture. This gives
the game an oppressing weight and transforms the environment from what is
basically an excuse for platforming actions to something that almost amounts to
a character in its own right. It is hugely satisfying to be able to manipulate such a
characterful and impressive environment.
Theory Summary
In this book, I often argue that a level designer must be able to work to a spec
with limited resources at hand. The reality of commercial level design tends to
make this the norm rather than exception. It may seem strange, then, to focus
Immersion 161
this much attention on something that most game producers will not recognize
as a key area of interest. To some degree this is to be expected; the basic-level
framework needs to be guaranteed first. Often the question asked of the level de-
signer when he or she presents ideas intended to deepen immersion and broad-
en the suspension of disbelief is something like: “Can the game ship without it?”
The answer to this tends to be “I suppose so.” But is that really the right question
to ask? What happens if we change the question into a more general one: “What
if our levels aren’t immersive enough?” If somebody doesn’t see the danger in a
situation where there isn’t sufficient player immersion, then that person is likely
ignoring a very important question: “Who wants to play a game that does not
engage enough to be immersed in?”
From both a commercial point of view and an artistic one, it would be a
disaster for the game if it lacked this crucial element.
There are uncounted ways of making sure that a level provides an experi-
ence that is deep and immersive. An invaluable tool is provided by Mihaly Csik-
sczentmihalyi’s flow theory, especially when it is translated to optimal game ex-
periences. Equally so, we can learn from theatrical or filmic principles. Look at
intrinsic game logic and consider ambience and atmospherics. What stands out,
however, is that immersion is not separate from gameplay, it is part of it. An im-
mersed player is a happy player, and a happy player is much more receptive to
what the game has to offer. It is of the utmost importance that level designers
recognize this, incorporate immersive principles into the level’s design and im-
plementation, and fight for the level’s integrity in this regard when people start
to chip away at it.
The next section will describe a number of practical and useful examples that
level designers can adapt or adopt, but the whole of this book should provide in-
spiration, as well as other examples. This particular topic is intertwined with so
many other level design goals and areas of discussion that it is worth keeping in
mind all the way through the level design and implementation process.
Practice
environment is in its specifics, the easier it is for the player to accept the environ-
ment as a whole, including in other areas. One of the areas that can help foster a
general sense of immersion is providing an environment with a past.
Game Genre
The technique is suitable for most games that use non-abstract environments.
Goals to Achieve
• Deepen immersion.
• Provide historic grounding.
• Assist a sense of agency in the game world.
Description
(Example type: Original)
The passage of time touches everything and everybody. In the real world this
happens automatically: things suffer wear and tear, people grow older, the weight
of historic events can be felt in the politics of the current day, and so on. In a vir-
tual setting like a game level, temporal impact has to be created. This means we
can have an influence over the perception of history and thereby influence the
immersive qualities of a level.
A place with a sense of history feels more real than one without. After all,
how can there be a history to something that isn’t real? If we suggest that past
events have had an impact on the environment, we suggest that current events
can also impact on the game world. This in turn aids the sense of agency a player
feels towards the environment.
This example will take a hypothetical environment and suggest some ways
in which past events can be suggested. The chosen level environment is a small
American town.
Mixing old and new. One of the more straightforward ways to suggest past
events is to make sure that there is a visible temporal layering of content in the
environment. What I mean by that is that we can include content that dates back
to different time periods in order to show the passage of time. In this case for
example we can use architecture to date the town. We can include modern build-
ings alongside older ones, a modern bank next to a classic 50s diner. A church
can display the date it was built, as can the town hall, on a foundation stone.
Historic props. We can go further by including things like a derelict building
that, on investigation, awards the player with newspapers stemming from the
Immersion 163
time the building was last occupied. A diary of a previous owner can be found
giving an account of events over a specific timeline.
There are less work intensive ways of creating a past as well. Street signage
may be used to date the town to a specific event or time period by consistently
incorporating references that the player knows to be from a specific period of
time.
Ripple effect. We can greatly improve a sense of history by showing the impact
of a past event throughout many aspects of current life in the town. This can
be seen as a ripple effect through the fabric of time and how it has changed the
town. Our town may have experienced a large meteor impact in the 1950s, af-
fecting almost every aspect of life from then on. The impact site itself may offer
great gameplay opportunities, for example by having been transformed into a
somewhat amateurish and spooky tourist attraction. Subtler little details can be
adopted as well. The diner for example may carry a meteor themed menu or be
named after the meteor.
Further Notes
There is not much that limits level designers when it comes to this kind of tem-
poral grounding other than time and budget. It makes sense, therefore, to incor-
porate these kinds of things into actual gameplay related scenarios, and not only
use the history of the place for atmospheric qualities.
Game Genre
The technique is suitable for games that employ a camera system that can be
influenced by the level designer.
Goals to Achieve
• Aid immersion through inventive game camera use.
164 Emotional Feedback Systems
Description
(Example type: Original/real)
Safe distance establishing shot. Sometimes it really pays off to give the play-
er a grand view of the level before they get to explore it. It can set a powerful
mood and allows the player to build a mental map of the environment right from
the beginning. Unfortunately, this is often made impossible due to technical and
practical limitations. The scene may contain too much visual data to render and
cause performance issues, or early access may ruin level design scenarios sched-
uled later. Whatever the reason, this can still be made to work by presenting the
player with a particular view of the environment, not necessarily the actual en-
vironment itself. As long as the player can see the environment, it will have the
desired effect. This can be done, for example, through a window or a fence or any
other believable barrier between the player and the view.
For extra effect we can include vantage points that overlook each other, so
when a player eventually reaches a view they had witnessed before, he or she
can be made to appreciate this more if it is possible to see the original vantage
point from the new location. It can be great to have a panoramic view of a mas-
sive tower, and then hours later be able to look back on where you came from
standing on top of the tower in question. Excellent examples of this can be found
throughout the game Ico.21
Special angles. At times it is possible to create a deep sense of immersion by
employing special camera angles. The game camera can be tilted to indicate the
player’s deteriorating mental state in a horror game, the camera can zoom out to
suddenly show an approaching danger, or the camera can move into a top down
position to reveal something about the environment, for example the aftermath
of a grueling conflict between the player and a group of enemies.
Many other possibilities exist.
Camera shake. Relatively easy but no less effective is the inclusion of camera-
shake at key moments. Imagine a level set in a series of underground tunnels
during a long bombing raid. A sporadic camera-shake accompanied by a low,
far-away rumble, and possibly some falling dust created with the game’s particle
system, can be incredibly effective in creating a deep level of immersion.
Further Notes
If at all possible, examine the use of camera lenses to provide further effects. It is
remarkable how much lens types, depth of field, color filter, field of vision (fov)
21
Published by Sony Entertainment Europe, developed by “Team Ico” in Japan, released
March 23, 2002.
Immersion 165
and other aspects can contribute to a level’s immersive qualities. Yet, very few
level designers have been able or are allowed to make use of those possibilities.
Game Genre
This is a useful technique for games that allow wildlife to be scripted.
Goals to Achieve
• Make the level environment more immersive.
• Encourage immersive deepening gameplay.
• Provide spontaneous or emergent gameplay in levels.
Description
(Example type: Original)
Catch the creature. If the game you are working on contains wildlife, or has
the scope to contain wildlife, it is a good idea to include a creature that the player
can have some fun with. Take, for example, a creature that needs to graze and will
wander over to specific patches of vegetation in order to do so. It may move from
patch to patch and otherwise mind its own business. Chances are the player will
eventually try to approach the creature. Make sure the creature has some rudi-
mentary AI that will make it run away when the player comes too close, running
too fast for the player to catch up. I can guarantee that a large group of players
from then on will try to find ways in which they can catch the creature. They may
try to ambush it or herd it into a pen or find some completely unexpected way
of catching it.
This kind of spontaneous fun directly linked to the level environment really
adds to the immersion of the level. Ideally, this is rewarded by allowing skilled
players to indeed capture the creature, in which case the player needs to be re-
166 Emotional Feedback Systems
warded—for example, with a tuft of fur that can be used elsewhere in the level,
or any other award that fits the game’s specific circumstances.
Further Notes
This kind of mechanic can work on several levels. Flytraps can contain useful
substances but the player needs to figure out how to approach the plant without
it closing its petals and denying access. Birds can circle above areas of interest.
Glow-worms can provide unexpected illumination at night, unveiling secret ar-
eas, and so on.
Negative Emotions
9
T here are times when conventional wisdom doesn’t apply. Normally we don’t
set out to frustrate an audience, or make them feel bad. We don’t want them
to feel negative emotions. In most cases this is true, we try to enlighten or enter-
tain. What happens, however, when we try to do that through the use of negative
emotions? When we use emotions like frustration or anger as a tool to achieve a
higher goal? That is the subject that this chapter will explore in more detail.
Concept
People like being scared.
On the surface, this is a slightly strange statement. Why on earth would anybody
enjoy feeling scared? Most people lead their life in a way that reduces risk and
fear as much as they can. But on the other hand, many people enjoy such things
as ghost stories, thrillers, and scary movies, so there must be something about
feeling scared that appeals to people.
Let’s therefore rephrase the previous statement slightly and say: People like
dealing with their fears in a safe environment.
This sounds a bit more acceptable. If there is no real risk involved, there is
nothing to worry about. This leads to a conundrum: if people like being scared
in situations without real risk, what logical reason do they have to actually be
scared in that context1?
Unreal Risk
The key to answering that question lies in the observation that there can be such
a thing as unreal risk, which on the surface seems a contradiction in terms. How-
1
There is after all no risk.
167
168 Emotional Feedback Systems
ever, this concept is sensible if one considers the human capacity for suspension
of disbelief, which as we know from the previous chapter is a massively important
ability that human beings possess. We have the ability to suspend our disbelief
and indulge in artificial scenarios that are completely fictitious. This allows us to
deal safely with concepts that, if they were physical and real, would be harmful
to us. In other words: in this case, suspension of disbelief allows us to experience
and deal with unreal risks. We can see now that this constitutes a clear example
of a positive use of a negative emotion.
examples that can be included are emotions dealing with panic, doubt, anger, or
frustration, to name just a few. Do they all have a place in this concept where we
absorb negative emotions into an artificial scenario of our own making and turn
them into a positive experience?
Let’s go back to the example of fear. Countless books have been written on
the subject, millions of songs are inspired by it, many classic films are based on
it, and countless paintings have been created because of it. It cannot be denied
that fear is a powerful emotion that has stood at the basis of all kinds of creative
expression. But it is certainly not the only one.
strange happens when it becomes clear that the audience is exposed to an ex-
perience more akin to an ordeal. If this is done with skill, the artist will not lose
the audience, but instead will enter into an agreement with it. This can partly be
explained by the natural fascination people have with certain dark areas of life.
Sometimes this is a healthy curiosity in areas that are genuinely interesting, for
example, a will to understand something about a painful subject. At other times
this is a more basic desire to be entertained by things like shock and revulsion.
Often it is not clear where one ends and the other begins. But what is clear is
that the audience is willing to go quite far with the artist because of the implicit
promise of a worthwhile experience. If the audience is ultimately rewarded well,
it will not resent the difficult route in getting there.
This is true in acceptable arenas like film, where a narrative about vio-
lent, reprehensible men can garner great critical and popular acclaim (Good-
fellas3) or gruesome horror can be elevated to a celebrated film art (Alien.4)
It is just as true in more obscure or specialist arenas like performance art,
where people like Marina Abramovic have been doing recognized work for
a long time, sometimes in ways that go beyond what is normally accepted by
an audience:
In Rhythm 10, she plunged a knife between the spread fingers of one
hand, stopping only after she had cut herself 20 times. Having made an
audio recording of the action, she then played back the sound while re-
peating the movements—this time trying to coordinate the new gashes
with the old. Using her dialogue with an audience as a source of energy,
Abramoviç created ritualistic performance pieces that were cathartic
and liberating.5
All of these examples show successful challenges to the audience where the artist
manages to make the audience commit to dealing with extraordinarily negative
subject matter.
tion in general. It is the same attraction that causes people to go wild wa-
ter rafting, bungee jumping, carting, paint-balling or participate in any of a
multitude of genuinely exciting activities. All of these acts are guaranteed to
flood the participant’s system with an intoxicating mix of endorphins and
adrenaline. People often literally describe this feeling as an adrenaline rush,
or even just as a rush. This rush can be so potent that people get addicted to
it, and they literally turn into adrenaline junkies. On closer examination, it is
very interesting to note that all of these activities carry some kind of potential
danger or penalty, which is the reason why they so easily cause a release of
adrenaline in the blood. Nothing like a bit of danger and fear to get the juices
flowing, right?
It is not a huge jump to take the kind of chemical award linked to these
dangerous activities and recognize the value this can have in creative expression.
Is it possible to challenge the audience with comparable negatives in such a way
that it causes the release of natural drugs like adrenaline? It is hardly surprising to
find that it’s not only possible; the use of this principle is in fact ubiquitous. This
can be seen clearly even in the language used to market these works of negative
entertainment. We have all seen movie posters and ads that scream things like:
“A truly shocking story! A terrifying film!” and so forth.
I had a teacher many years ago who explained to me why he disliked ten-
sion in novels. It was mainly to do with the fact that readers can get so drawn
in that they race through the book, ignoring the nuances of style and language.
This taught me a valuable lesson, completely counter to my teacher’s original
intention, about the role of prose versus the desired overall goal of the book,7
and one that I suspect is shared by authors of the exciting books he so dis-
liked.
7
It is legitimate to make prose subordinate to story and impact.
172 Emotional Feedback Systems
presented content. It is well known that shocking or stressful events can lead to
enhanced memory function8.
Realizing that this side effect of shock can cause such a singular focus and
promote knowledge retention makes it easy to understand that there can be
many uses for it in artistic expression. If the artist wants to focus attention on a
new character, an effective way of doing so is to introduce him or her by showing
the villain committing a truly shocking act. This immediately will lead to a num-
ber of questions and doubts in the mind of the audience, which may be benefi-
cial to the work as a whole. Who is this person? What motivates this person to act
in such a way? Will this shocking behavior continue? Is this person redeemable,
or truly evil? If any of these questions are answered early on, just after the initial
shock, chances are that the audience will remember this for the rest of the work.
This principle applies to all information that the artist may wish to assign extra
significance to.
Dramatic Impact
In Chapter 7, “Reward Systems,” we have already gone into some detail on how
catharsis can be used as a formal reward system. I won’t repeat that content too
much, but I would like to reiterate that some of the earliest interpretations of the
concept come from Aristotle’s Poetics, where catharsis is mentioned as one of the
key elements of drama. I would like to note, however, that there are many more
ways to use darker subject matter to create dramatic interest. If we look even
further back in the book, a typical example presents itself in Freytag’s pyramid,
which was explained in Chapter 4. As noted there, in the climactic turning point
of a tragedy, a change occurs that is negative to the protagonist. This has all kinds
of potential dramatically beneficial consequences. The audience may feel pity for
the plight of the protagonist, and the change may give the protagonist emotion-
ally sound motivation and provide context for his or her future actions. Many
other advantages can be gained from one well executed shocking or disturbing
moment or development. It is easy to see why this is attractive to artists in almost
any creative discipline.
Concept Conclusion
Not only do we see that the use of negative emotions is viable as a creative tech-
nique, we find that it flourishes throughout diverse disciplines and can incorpo-
8
Much work on this topic has been done by James McGaugh. See http://darwin.bio.uci.
edu/neurobio/Faculty/McGaugh/mcgaugh.htm.
Negative Emotions 173
rate almost any type of negative emotion. What seems to be clear, though, is that
there is always a process of give and take involved, where audience members are
willing to be presented with these negatives, but only if they can get something
out of it themselves. Viewed in such a light, we can say that this technique of
creating negatives to produce positive emotions as a final result acts no differ-
ently than many of the other reward systems discussed earlier in the book. But
this does not mean that there are no reservations when it comes to adopting the
use of these kinds of things in creative expression. There are a number of dangers
associated with it, as we will see.
Inherent Dangers
As we all know, there is no such thing as a free lunch, and this definitely applies
to the above techniques. There are a number of real dangers involved in applying
these kinds of methods of playing with negative emotional impact. I will list a
number of the major ones.
Audience rejection
The first one is quite simple. The audience may not wish to be exposed to this
kind of manipulation, or to the particular incarnation of it that the artist chose
to use. As turnoffs go, this is an extremely strong one. It can do real damage to
the artist-audience relationship, even to the point of being irreparable. This is
of course something that must be avoided, unless you want to press the self-
destruct button.
Overshooting
Another danger comes from the possibility of overdoing it to such a degree that
the main purpose is not met. In this case, the audience will focus so much on the
particular technique employed that it is to the detriment of the desired result.
There is no point to shocking an audience if people are left numb, or completely
engrossed in the shocking event itself. This quite often happens to people who
mistake the technique for the goal and forget that there has to be something in it
or the audience as well.
have anything positive to say about the countless exploitative or even criminal
examples of art or entertainment that also exist in our environment. This in-
cludes films that revel in pointless depictions of extreme violence or build on
tired racial stereotypes, and art that shocks without rationale and has nothing
further to offer. I am sure you can think of your own examples to illustrate the
point. This is the flip side of the power of negative art and entertainment.
How does an artist know if he or she has gone too far, or lacks the skill
to pull things off without causing real harm to the audience? Does the audi-
ence have an inherent right not to be subjected to certain types of manipula-
tion?
These are real questions that are still asked daily and can create massive,
even international, controversy.9 Although I personally take a strong libertarian
stance in many of these matters, I still have to define my own perimeters on what
I personally see as acceptable use. I am not going to explore the topic of ethics
or freedom of speech in this context, but I do think it is important to highlight
that there is a certain amount of personal responsibility involved when dealing
with these issues. This is something that artists have been struggling with since
classic times, and it is important to try to be aware where one’s own line in the
sand is drawn. I highly recommend that you do the same, even if it forces you to
re-examine personal notions of artistic freedom of expression.
Theory
In the previous section I made the following observation:
People have the capacity and the need to deal with negative emotions
and experiences, and they can do this through applying suspension
of disbelief to artificial situations where such emotions can occur in a
controlled and safe manner.
If we try to view these concepts through the lens of video game development,
we once again find that these concepts apply, and that video games are perfectly
capable of dealing with serious issues and emotions. It isn’t too hard to find clear
examples: we fill games with scenarios that in real life would be undesirable but
somehow seem appropriate to the game. Often a player is confronted with levels
that feature dangerous action, war, disasters, fearsome creatures, and so on. The
list is very long indeed, and as diverse as the subject matter of other art forms. It
9
See the negative reaction to Salman Rushdie’s Satanic Verses, published in 1988.
Negative Emotions 175
is clear that we already force the player to deal with negative experiences. A video
game is by definition an artificial environment. Players have to suspend their dis-
belief in order to immerse themselves in the game world and accept its rules.
Because we allow the player a certain sense of control over the situation, and the
player deep down knows there is no real risk involved, the experience is ultimate-
ly a safe and controlled one.
So we find that the earlier observation contains many concepts that video
games, and consequently level designers, already incorporate. In fact, there is so
much overlap that it becomes clear that it is almost too snug a fit.
So how does all this help us? We know that on a conceptual level, negative
emotions can be and are used in video games just as much as they are in other
art forms. But, what kinds of techniques are used? Are there other more suitable
ones unique to games? How do we get the best use out of them, and are there
game-specific dangers we need to be aware of? These are the kind of questions
we will be trying to find answers for in this chapter.
Genre-Specific Examples
In many ways, video games are especially suited to the use of these techniques.
This isn’t just because through level design we have authorial control over the
content of a level. It is also because to a large degree, video games give con-
trol to players, often in order to test their skills against the challenges inher-
ent in many games. Players have a certain expectation that they will be tested
in a video game, and within certain genres they expect to be pushed very far
indeed. Although the techniques in question are applicable to most games,
there are a number of game genres that lend themselves especially well to them
because they are part of the core gameplay experience. Let’s look at some clear
examples.
Survival Horror
Within the survival horror genre, it is part of the expected framework that the
player is underpowered and up against dark and disturbing forces. This means
that the player will not resent it if confronted with unspeakable horrors or game-
play moments where it feels as if the player is at a huge disadvantage. Everything
in the game world can be used to scare or disorient the player. This includes cam-
era work, audio, architecture, props, cutscenes, and of course enemy encounters.
In other words, this game genre is more geared towards using negative emotions
than any other.
176 Emotional Feedback Systems
Shootemups (SHMUPS)
Classic shootemups allow things that almost no other genre can get away with.
They allow for a fundamentally different approach to difficulty and the learning
curve. Although not true for all shootemups, there is nonetheless a large group
of players who want to be severely tested and are happy to be frustrated and pre-
sented with what at first seem like unfair circumstances. This is accepted because
much of the attraction of this genre comes from mastering nearly inhuman skills
and reflexes and using them against a merciless onslaught of wave after wave
of enemies. It is interesting to watch skilled shootemup players. They somehow
manage to navigate a screen that is literally filled with bullets and enemies, ex-
cept for a tiny moving area that the player always seems to inhabit.
Retro Games
Retro games are a special category, insofar as that they are not necessarily played
for normal gameplay reasons. As the name says, they are played more to provide
a gamer with retrospective and can be quite a nostalgic affair. Remakes of classic
retro games are faced with the paradoxical situation that were they to improve
too much on the original’s gameplay, they could be criticized for not being au-
thentic enough!
Unfortunately, some classic games feature incredibly frustrating and diffi-
cult gameplay. Many rose-tinted glasses have been shattered by the realization of
how bad or unfair many classic games really were. This type of harsh and nega-
tive gameplay was often employed to make sure that the player couldn’t survive
too long on the coin used to start playing the game in the arcade. To this day,
there are still players who relish this unfair challenge. If one wants to court them,
it is inappropriate to stray too far from these harsh concepts. This type of game
has become a genre of its own, where negative emotions as a level design theme
are completely acceptable.
the regular gameplay challenges in order to achieve a specific result that cannot oth-
erwise be obtained. Other than the inherent goals derived from the typical game-
play associated with some genres like survival horror or some retro games, as
discussed earlier, there are also many techniques based on general principles.
We know from the earlier conceptual examination of this topic that the right use
of negative emotions can greatly enhance a creative work. What happens if we
try to translate these general principles to level design principles and methods?
Let’s have a look at the previous general observations and see if they fit into a
level design framework.
experience chamber? We poke them here and there, change the maze around
them, bombard them with surreal experiences, and manipulate their emotions
and expectations.
Within our palette as level designers, we have a huge amount of color to play
with in shaping a play experience that is ultimately beneficial to the player. One
of these colors comes from playing with feelings of fear and danger and turn-
ing this into a measured release of adrenaline. This can come from exploration
of phobias like vertigo or arachnophobia, or from more scare tactics and unex-
pected shocks. In fact, there are countless ways to achieve this result and find
new and original ways of doing so. Within level design, we can control gameplay,
sound, camera, AI behavior, and so forth. This is all the control we need to create
the circumstances to reach the desired goals.
Dramatic Impact
On this topic I can be short. One of the areas in which we can make great strides
forward in our level designs is by making sure that the player’s actions are re-
10
See Chapter 8.
11
See Chapter 2 on level design as a teaching mechanic.
Negative Emotions 179
Other Themes
Many of examples of these principles have been applied successfully in well-
known games. It is a much richer and universal concept than generally expected.
Betrayal
One may wonder how this can ever be a good basis for gameplay. But this is in-
stantly understood when one witnesses a bout of multiplayer Chu Chu Rocket.13
The mayhem and backstabbing that occur in this game, in which players can
12
Developed by Alexey Pajitnov, released June 1985.
13
SEGA Enterprises Ltd., 1999.
180 Emotional Feedback Systems
actively interfere and sabotage each other’s chances of success, is truly epic. It
is very funny to see how easily even lovely people turn to the most backhanded
techniques without any guilt.
These are all viable examples, and many others exist. Some of these will be
described in more practical detail in the following practice section.
did well, the player requires feedback. If the player thinks they screwed
up, but the game doesn’t send a clear message to that effect, they will un-
derstandably be frustrated and put off. Not to mention that the drama
will not be read as drama. This means that player’s actions – and their
results – are not good contexts for setbacks or reversals.15
This neatly sums up a key problem facing us if we want to use negative emotions as
a reward mechanism in gameplay. It is something we have to be very careful about.
Theory Summary
We have seen that in addition to traditional level design challenges, general prin-
ciples of negative gameplay for positive results are also applicable to level design
theory. If we want to tackle mature and emotionally deep themes, we need to be
15
Ben Schneider, “Losing For the Win: Defeat and Failure in Gaming,” Gamasutra,
http://www.gamasutra.com/features/20070215/schneider_01.shtml, 2007.
182 Emotional Feedback Systems
able to use any techniques available to us in a responsible manner. There are both
ethical and practical dangers and obstacles to overcome, but we have seen that
there are many ways in which unwanted side effects can be mitigated or avoided.
If we do so successfully and appropriately, we have the means to make our lev-
els much more meaningful and rewarding, which is something that is definitely
worth pursuing.
Some of the discussed concepts may feel at times counterintuitive or even
paradoxical, but the following section, with its practical examples, should clearly
illustrate their use.
Practice
Game Genre
This is especially useful in games with important AI companions.
Goals to Achieve
• Foster an emotional bond with an NPC.
• Create motivation through negative emotions.
• Frustrate the player in exchange for increased commitment.
Description
(Example type: Existing game)
Ico: A case study. In their game Ico,16 Sony Japan has done a remarkable job
in creating an AI companion for the player, who generates real emotional at-
16
SCEE, developed by Team Ico, released March 22, 2002.
Negative Emotions 183
tachment. In Ico the player controls a young boy who needs a girl named Yorda
to progress through the levels. She alone can perform certain tasks that make
progress possible, but she relies on the boy for protection. This creates real code-
pendency in gameplay terms, and through the skilled use of character enhanc-
ing speech and animations, the player comes to really care for Yorda. Time after
time throughout the levels, the player relies on her powers to unlock doors and
is called on many times to save her life and protect her from creatures that are
trying to take her. Most players of the game eventually develop a very strong at-
tachment to the girl.
It is interesting, therefore, to see that Team Ico decided that the way to make
this emotional attachment really shine through was by making the player experi-
ence the flipside of that emotion, namely emotional loss. Without much warn-
ing, the game forcibly cuts the connection between the player and the AI char-
acter, after carefully building it up through many hours of gameplay investment.
Yorda and the player are suddenly physically separated from each other, and a
strong sense of loss overcomes the player.
This is a remarkably brave level design choice, one that could have backfired
easily if not handled well. After making sure that the player has the capacity to
feel strong emotions towards the AI character, the player is then confronted with
a situation that makes the player examine how deep this attachment goes.
From that point on, the player is very motivated to progress through the
game and reunite with Yorda. This enhanced motivation and the final payoff
when they do reunite provide a powerful gameplay experience that could not
have been achieved without the initial use of negative emotions.
Further Notes
This technique is also employed in the game Shadow of the Colossus,17 which
takes place in the same game universe as Ico. In this game the player forms a
bond with their companionable steed named Agro. In fact, the game goes even
further than Ico into mining negative emotions by expecting the player character
to slay wondrous and titanic creatures that have done it no harm.
be the removal of a certain amount of control from the player, which creates a
real sense of urgency and discomfort. If used well this can fuel an eventual posi-
tive resolution.
Game Genre
This technique is suitable for any single-player or cooperative game in any genre
that allows the level designer to temporarily, physically trap the player inside an
area.
Goals to Achieve
• Instill tension by creating feelings of panic and trepidation.
• Eventually reward the player by allowing them to remove those feeling.
• Let the player be the agent of this removal of frustration.
Description
(Example type: Existing game)
This example’s inspiration comes from a level called “The Dismal Oubliette”
in Id Software’s Quake.18 It shows a very simple way to effectively use negative
emotions to engineer a positive gameplay experience. The principle applies to
many diverse types of games. In this example, we will show how by temporarily
restricting the player’s movement, we can simply and very effectively create a
tense gameplay moment. A minimum amount of scripting is necessary in order
to make the example possible.
In the level “The Dismal Oubliette,” the player enters a round room with a
central pillar. After the player has entered the room the door behind the player
locks, trapping the player in the room. The floor starts to descent and it becomes
clear that the room is a giant, slow-moving lift. A sense of panic and trepidation
comes into effect as the player is trapped and has no choice over where the eleva-
tor takes him or her.
While the elevator is descending, monsters start teleporting in and the play-
er has no choice but to dispatch them one by one. It is an unavoidable combat
situation over which the player has limited control for the duration of the lift’s
descent, and fear sets in as the player takes damage, and expends resources, with-
out knowing the full duration or the final destination of the elevator trip.
The environment and the available resources are such, however, that most
players should be in less danger than they think, and should be able to dispatch
of all the enemy creatures without perishing themselves.
18
Published by id Software, Inc., developed by id Software, Inc., released 1996.
Negative Emotions 185
When the elevator finally reaches the ground floor the player will feel re-
warded in a number of ways:
• relief because the creatures have stopped attacking,
• pride at their accomplishment,
• relief because they are free to move again.
To some degree, this kind of setup has become a bit of a cliché, but if imple-
mented in a novel or interesting way, it still provides a very effective setup.
Further Notes
The technique can easily be applied to almost any kind of game environment as
long as it allows the player to be limited in some way or another.
Game Genre
This technique is suitable for most games that are looking to scare or disturb the
player through ambient sound.
Goals to Achieve
• Create an unforgettable moment in a level.
• Engineer a lasting feeling of dread.
• Strengthen the sense of immersion.
Description
(Example type: Existing game)
Dead Space19 is a survival horror game that makes heavy use of sound to deepen
the dark and horrific atmosphere of the game. The game’s sound design is an in-
19
Published by Electronic Arts, Inc., developed by Electronic Arts Redwood Shores Stu-
dio, released October 24, 2008.
186 Emotional Feedback Systems
tegral part of the level design and is used in a multifaceted and very effective way
throughout each level. There is a standout moment, however, when the player
starts playing one of the earlier chapters. Right at the beginning an incredibly
abrasive, deeply unsettling and disturbing sound engulfs the player. It seems to
be part of the environment, although there is no clear source for it.
This is what the game’s Audio Director, Don Veca, has to say about it:
I have lived in the San Francisco Bay Area most of my life, and was in
high-school around the time that the “Bay Area Rapid Transit” (BART)
system was built, which in one section literally tunnels underneath the
San Francisco Bay. I’m not sure why, but for some reason the tracks really
scream down there… but in a very “scary” way—lots of high, screechy
over-tones, big bottom end, and very dynamic. In later years as a sound
designer at EA, I started thinking that this sound would be perfect for
a game, but I didn’t know what game or where. Fast-forward to Dead
Space—the perfect place for it. The sound we actually used in the game
was recorded in the tunnel while standing between two cars (where it says
“Do Not Stand Between Cars”). I didn’t really know where in the game to
put it, but in our early demo there was a very inconspicuous room right
after the first “zero gravity/zero air” moment that seemed to have no pur-
pose. Since the Horror genre is also known for its heavy use of contrast,
audio-wise, it seemed to be the perfect place to use this sound. When
you open the air-vac door from the virtually silent “zero G moment” into
this next room that has air (and therefore sound), you immediately get
this deafening, screechy, scraping, pseudo-mechanical ambient roar. The
art team jumped on this, and turned that room into a dark but strobing
visual environment to match the audio. It was pretty cool.20
When this sound eventually stops, the player is left completely rattled and un-
balanced, wondering what happened and feeling a real unease about an environ-
ment that can expose them to such an assault. The sound is never repeated but
its effect stays with the player for a very long time. It is a perfect introduction to
a new level for a horror game like Dead Space.
Further Notes
Although this may seem too “cheap” 21 a way of producing results, it is actually
quite hard to do this well. Get the sound itself wrong and the player may mis-
20
Jayson Napolitano interviewing Don Veca, the audio director for Dead Space, on the
Original Sound Version blog, http://www.originalsoundversion.com/?p=693, October
7, 2008.
21
As in “lacking in class” or “exploitative.”
Negative Emotions 187
interpret its occurrence. Misjudge the intensity and the player may get irritated.
Mess up the timing and it may occur at an inappropriate time.
If done correctly however the level quality as a whole will go up substan-
tially.
Game Environments III
R eality is that which, when you stop believing in it, doesn’t go away.
—Philip K. Dick
“We experience the world through our senses.” To most people this is hardly a
controversial concept. We define our reality through sight, sound, smell, taste,
“Labyrinth 1” from the Nordisk familjebok, Wikipedia, http://commons.wikimedia.
1
org/wiki/File:Labyrinth_1_(from_Nordisk_familjebok).svg, 2009.
189
190 Game Environments
and touch. When it comes to video games, however, several of our senses are tak-
en out of the equation. There is no smell associated with a game environment.2
Likewise, we cannot taste our game environments, which is something that may
well be for the best. We do have a very limited sense of touch, depending on
the platform and its input/output mechanism, rumble, force feedback steer-
ing wheel, analogue pressure-sensitive buttons, motion sensing, etc. Diverse as
these are, they still provide a fairly basic and limited experience in comparison
to the final two: sight and sound.3
This section of the book is about how people experience game environ-
ments, and how we can design levels that make full use of the sensory possibili-
ties this experience can offer. Touch is still too underdeveloped a dimension in
game development, or at least level in design, which after further discounting
smell and taste leaves us with only two chapters based on visuals and sound. What
rich and important subjects they are, however! Some of the most enjoyable con-
tributions to level design language are made within the context of these topics,
at least insofar as they are important in helping to realize game environments,
which is the main focus of this section of the book anyway.
2
At least not until games are developed using smellovision.
3
Or sound and vision, to quote David Bowie.
Visual Experiences
10
M ost established art forms have had a profound impact upon each other. A
healthy cross-pollination occurs, and the result is that art does not exist
in a vacuum, but keeps evolving through exposure to the rest of the world.
Since making video games is such a young art form, there is still much to be
learned from other art forms. This is true, for example, of some elements of sto-
rytelling or sound design (areas that are covered elsewhere in this book), but it is
especially true for visual design and visual direction. Although not exclusively so,
most level design is highly reliant on conveying visual information. Yet surpris-
ingly, not much is known in level design circles about the underlying processes
at work. There are a number of basic areas that need to be examined to help us
use visual techniques to their fullest potential. This is true for any creative me-
dium that is reliant on visual communication with the audience.
Concept
1
I kid you not!
2
Tellingly, this skill falls away if the pieces are placed randomly.
Visual Experiences 193
Interestingly within the area of robotics and other related fields like artificial in-
telligence, it has become clear that it is incredibly difficult to artificially recreate
this ability. Some even see it as a necessary hurdle that has to be jumped on the
path to full artificial intelligence. An enormous amount of research is done in
this field as a consequence; so much that it has spawned dedicated journals3 and
academic gatherings.4 It is clearly a fascinating and important field and it leaves
no doubt that pattern recognition is fundamental to our ability to create abstract
recreations of the world around us. And that is something that marks us even
further as strangely evolved creatures.
Motion tracking
On a similar note, we have the ability to pick out, track, and process the move-
ment of countless objects in our vision. We know about the amazing skill of a
hawk to pick out the movement of a tiny mouse on the ground, or a cat focusing
on the movement of a wriggling insect. But in our own lives we can recognize
similar feats of motion perception just as easily. Take a moment to think of the
real complexity of a person crossing a busy street in a major city. That person has
to successfully track and judge the motion of dozens of moving bodies and make
individual assessments on how to react to them in many cases. It is not rare for
such a mundane act to require the person to process data dealing with several
other pedestrians, many cars moving at different speeds, the person’s own mo-
tion, sudden changes due to traffic light fluctuation, and so forth.
Op-art
One of the best-known art forms that deals with visual techniques is op art. Op
art deals with optical illusions elevated to the level of art. Often, through the use
of patterns, scale, or color, op art can create tension in impossible images. (See,
for example, Figure 10.1.) It examines the psychological reaction to physically
impossible or confusing images or other art works. Although not the most self
evident of techniques, when studied, it actually shows a wealth of understanding
of how human beings deal with visual input, and how easy it is to subvert these
reactions.
3
Pattern Recognition: The Journal of the Pattern Recognition Society, http://www.elsevier.
com/wps/find/journaldescription.cws_home/328/description#description.
4
International Conference on Artificial Intelligence and Pattern Recognition, http://
www.promoteresearch.org/2007/aipr/.
194 Game Environments
Emotional Associations
Aside from the way human beings react to visuals on a mechanical level, there are
factors at play that are more nebulous.6 Certain visuals evoke an emotional reac-
tion within us, sometimes completely independent from physiological causes.
We are scared of the dark, clutter makes us nervous, towering architecture may
make us feel insignificant, and so forth. Why is it that we may label one visual
experience as beautiful and another as ugly or depressing? There isn’t one all-
encompassing answer to all these questions. There are many factors at play, and
some of them cannot easily be explained. Let’s look at a few of them.
Aesthetic sensibilities
Aesthetics is a rather large and complex discipline, sometime even a contradic-
tory one. It studies the senses’ reactions to things like art, but I won’t spend time
trying to explain the full scope, or even attempt to give my own understanding
of what it means. It suffices to say that most people when asked about aesthetics
5
The original drawing of this object appeared in Lionel Penrose and Roger Penrose, “Im-
possible Objects: A Special Type of Visual Illusion,” British Journal of Psychology, 49:1
(1958), 31–33.
6
But important nonetheless.
Visual Experiences 195
think of the study of that which makes things beautiful or enjoyable to the senses
(or ugly and repugnant).
We can learn many things from aesthetic principles in regard to making a
visual scene pleasing to look at, but the deeper lesson lies in the fact that aesthet-
ics gives us a measure of control, a tool, for influencing the audience’s mindset.
Instead of using aesthetic principles to create a pleasing scene, the knowledge
can be used to create a disturbing scene, for example by sabotaging an earlier
carefully established sense of aesthetic balance.
Primal reactions
Some emotional responses to visual scenes or stimuli seem to be hard-coded in
our brains (or taught at such a young age that they are involuntary). Who doesn’t
feel a slight tremor in their legs when standing on the edge of a precipice? A large
percentage of the population freaks out when confronted with insects crawling
on them, even if they are known to be harmless. We react well to smiles, not so well
to a stranger or strange animal running straight at us.
“Taught” reactions
At other times we are confronted to what amounts to long established visual
conventions. In nature an animal is taught by experience which colors to avoid
when gathering food. In human culture we have many conventions as well. In
a movie, a shaky point-of-view handheld camera may indicate a stalker. Red is
often the color of danger. Different creative fields have different sets of conven-
tions, but many visual ones are shared across disciplines. This is ripe picking for
anyone who wants to enlarge his or her vocabulary of visual techniques. Many
books have been written on the subject, so there is no excuse for ignorance in
that regard. Even a trip to the museum can do wonders.
Visual Direction
When we take all of these examples and the associated knowledge we gleam
from them, we suddenly find that we have at our disposal a huge toolbox for
artistic expression. The techniques available to us are often surprisingly effective
and versatile, and it should come as no surprise that they have many well known
and practical applications. When these principles are being applied to aid artistic
or creative expression7 we speak of visual direction.
7
They have other applications as well, but I don’t want to stray away too far from the core
of this book.
196 Game Environments
It is a well-written scene with dialogue that is original and interesting. Had it not
been preceded by the approach on the horizon by the rider who appears as in a
mirage, it would not have been as famous as it is now. On location filmmaker Da-
vid Lean and the director of photography (DP) Freddie Young, realized they had
a particular problem with the focal point of the viewer. Omar Sharif was supposed
to ride into the scene appearing far away on the horizon, slowly becoming visible
to the audience. Unfortunately, with such a clear and wide horizon and the other-
wise empty desert, the viewer’s eye started to wander. Since the viewer wasn’t di-
rected where to focus he or she would start scanning the screen, missing the point
where Sherif Ali was to slowly materialize on the horizon. This meant that Omar
Visual Experiences 197
Sharif ’s character would not get the introduction that the scene demanded and
the whole sequence would fall completely short of the impact that was required.
Freddie Young’s solution was ingenious. He painted the desert. He literally
had his crew paint a line of desert sand reaching all the way to the spot on the
horizon where the Sherif Ali character was to appear. The line was slightly lighter
than the normal desert sand, just enough so the eye and brain would pick up on
this and follow it to the beginning, the intended focal point. It worked perfectly;
the viewer’s eye is now naturally drawn towards the trail in the sand, and is fo-
cused in the right area of the screen even before Sherif rides into view. Without
realizing it, the audience now is looking exactly where the DP wants it to look. It
makes the scene perfect, and has become a classic example of visual direction in
cinema. Most people who watch never realize that their eyes are being directed.
Related Disciplines
If we take a high concept approach to the topics we are discussing in this chapter
we start to see that there is much overlap with other fields of interest, some of
which are associated with a huge body of work.
Architecture
Architecture is often named as a logical subject of study for level designers, and
to a degree this makes sense. Architecture has much to do with designing spaces
8
Bordwell and Thompson’s work is a good starting point: http://www.davidbordwell.
net/blog/.
198 Game Environments
for human beings, and since architecture has been around for a few thousand
years, this gives us a wealth of information9 that could apply to level design. We
can look at aesthetics, construction and technology, visual direction, social ma-
nipulation (in a benign way) and so on.
Environmental psychology
There is no shortage of interesting areas to study across the whole spectrum of
applied visual theories. In fact, the way we act in and interact with our environ-
ment within this context touches on too many disciplines to name. There is,
however, an area of study that tries to unify many of these loosely related topics
into a general area—Environmental Psychology. It is a field that is not clearly de-
lineated but has much to offer to level design, and in my personal opinion, level
design actually has much to offer to this field in its own right.
Concept Summary
All of the above examples, be they physiological or psychological in nature,
provide us with creative opportunities. The knowledge we have of how human
beings process visual information and how they react to visual stimuli on an
emotional level allows us to create situations where premeditated reactions can
occur.10 In other words, we can influence the reactions of people around us (only
with their consent of course) by manipulating what they are exposed to visu-
ally. Creative expression is filled with examples of artists doing this successfully.
Sometimes it has even been elevated to an art genre in its own right, as we can
see in the op art movement.
We can even go as far as saying that visual direction is a key part of the lan-
guage of many art forms, film being a notable example. Whatever the terminol-
9
A good starting point for study is Francis Ching’s book Architecture: Form, Space and
Order, Third Edition, Wiley, New York, 2007.
10
That sounds much more sinister than intended.
Visual Experiences 199
ogy used, however, these forms are only relevant if we take lessons from them
that we can use in actual level design theory and practice. This is something we
will explore in more detail in the next part of this chapter.
Theory
The previous part of this chapter goes into some detail explaining the core prin-
ciples of visual processes. It covers underlying physiology, general comments on
sight and psychological impact, and to a degree, artistic viability. The first and
the latter are mostly straightforward examinations, but the middle one dealing
with psychological principles deserves extra scrutiny within the context of level
design theory. In what cases can we use principles of visual direction established
in other disciplines? When do we need to make alterations to them? When do
we need to define our own principles and techniques? In other words: we need to
establish visual direction techniques and principles as part of level design theory.
We will look at this and other aspects of visual direction in the next section.
Camera
We cannot talk about as visual a medium as video games without spending some
time on the subject of the camera. The camera system of a game is the medium
through which we view the game directly. It provides our eyes with the visual
data that the game wants to player to receive. For that reason it is of the utmost
importance that the subject of game camera be taken seriously. There is a good
chance that on any given project the level designer will have some control over
the game camera. This makes it extremely important that the designer have at
least some knowledge of the capabilities of the game camera.
The introduction to Sidney Lumet’s chapter on cameras in his book Making
Movies reads as follows:
The Camera
Your best friend
First of all, the camera can’t talk back. It can’t ask stupid questions. It
can’t ask penetrating questions that make you realize you have been
wrong all along. Hey, it’s a camera!
But:
• It can make up for a deficient performance.
• It can make a good performance better.
200 Game Environments
First Person
We speak of first person camera when the camera view is shown from the per-
spective of the player. Imagine the scene shown as if seen through the player’s
eyes. There are many variations possible, but the following are the most preva-
lent. (They are not mutually exclusive.)
On rails
In this variation the camera moves on a predetermined path and the player has
little or no control over the direction it looks at. (Although the player may have
11
Sidney Lumet, Making Movies, Random House, Inc., New York, 1996, pp. 75–76.
Visual Experiences 201
control over the direction it moves in. A good example can be found in Myst,12 a
puzzle-based adventure game, or in a similar vein. The Seventh Guest 13”is a game
with similar play mechanics.
By today’s standards, this type of camera control would seem overly limited
and even old fashioned. From a purely level-design-centric view, however, the
advantages are massive. The designer rather than the player controls the camera,
which gives him or her much more license to direct the gameplay.
A further advantage lies in the fact that designers and artists can build envi-
ronments based on predetermined camera positions, only having to build those
parts that the player can actually see. This is just as on a film set, where a street
only needs to consist of the fronts of buildings, since nobody will ever see the
inside or the back.
Player controlled
This is by far the most prevalent form of first person camera in games. Imagine a
camera glued between the eyes of the player, and you’ll get a pretty accurate pic-
ture. Camera direction and movement are controlled by the player, which means
that the designer will have to use all kinds of techniques of visual direction in or-
der for the player to follow his or her lead, receive specific in-game information,
get the right emotional messages, and so on.
The disadvantage of not having as much control over the player’s experience
can be seen as a major advantage, as well. Through the use of subtle visual direc-
tion, the designer can shape a play experience without leading the player by the
nose. This helps make the player responsible for his or her own actions, greatly
reducing resentment for being presented with lack of choice.
Much more detailed environments have to be built to accommodate all the
player choices, but on the other hand, this delivers increased chances for explo-
ration.
Third Person
An easy way to imagine third person camera views is to picture a floating camera,
disassociated from the player’s in-game presence. In most cases it follows the
player character, but this can be done in quite diverse other ways as well. The
most typical ones are discussed below.
12
Published by Brøderbund Software, Inc., developed by Cyan Worlds, Inc., released
September 24, 1993.
13
Published by Virgin Interactive Entertainment, Inc., developed by Trilobyte, Inc., re-
leased 1993.
202 Game Environments
Side-on
Classic two-dimensional platform games feature a camera that tracks the player
but is stuck in a side-on, 2D plane. Some minor control by the player may be
possible, for instance by “pushing” the camera slightly off center to reveal more
of the playing field, but most of the time the camera will be stuck in one position
relative to the player character and will not leave the 2D plane of movement.
These limitations produce their own unique problems and opportunities.
It is difficult to apply any traditional dramatic touches or to create a sense of
foreboding due to camera placement or something equally filmic. On the other
hand, it is an excellent camera system for showing the player things explicitly
and safely, away from player influence. A room with a monster might move into
view, forewarning the player of a situation that is yet to occur. Whole scripted
sequences can take place just outside of the player’s reach.
Third person free-cam. This allows the player to rotate the camera, and sometimes
to adjust pitch and yaw. Since the player has almost full control over where the
camera is at any time and may have much control over where the player character
can go, much will be asked of the game environment. It needs to be much more
realized and must stand up to the scrutiny of being explored and looked at from
many angles and directions.
Third person follow-cam. This employs a camera that follows the player around, as
in the 2D side-on game example, but it is not limited to one plane of movement.
Instead, it is generally the level designer who determines where the camera can
go and how it gets there. (However, they may still have some control over pitch
and yaw.)
This allows for a much more controlled style of level design, where visual di-
rection can be planned with more accuracy or knowledge of what the player will
be able to see at any time. This has fairly obvious advantages, which are further
enhanced by the fact that the designer is also able to employ techniques dealing
14
Published by Eidos Interactive, Inc., developed by Core Design Ltd., released 1996.
Visual Experiences 203
with camera height and framing in general. In many ways, this camera system
presents the best compromise between player needs and directorial control.
Games like Zelda: Twilight Princess have employed this with much success.
Placed (static)
In some cases the camera can be placed in 3D space, but it doesn’t move around
relative to the player position. (However, it may well keep the player centered
onscreen, within the limits of the camera’s pivot distance.)
This is generally done to add drama and tension to an environment, as in
survival horror games, or to aid specific environment-specific gameplay, like
jumping sequences that may be hard to judge with a moving camera.
Whatever the reason for this system, whether temporary or used through-
out the game, it features some unique problems and opportunities.
Other Types
These examples all spring from game types that feature an in-game presentation
of the player. There are of course many game types where this is not the case;
chess, for example, is generally depicted through a camera that just shows the
whole playing field. In those cases many of the third-person circumstances still
apply; the camera is just not associated with a specific player character.
tions. Books like this one can hopefully be of great use, but it is also extremely
useful to be up to date on real world camera techniques, especially motion pic-
ture camera principles. This includes subjects like framing a shot, set design,
camera moves, and lenses. A good book on the subject is The Camera Assistant.
A Complete Professional Handbook, by Douglas C. Hart, which is one of the key
reference works within the discipline.
Carrying Information
A fundamental aspect of camera work, and a key part of level design, lies in the
realization that every scene or shot contains information. This is pretty much
always true, even if the information isn’t always very interesting. Once we get
beyond the almost banal simplicity of this statement, we are nonetheless pre-
sented with a very important question: what information do we want to convey to
the player?
This is actually a very interesting question, with a limitless number of po-
tential answers. Every single visual decision made in the course of the design will
make an impact, and that includes “simple” decisions like item placement. It is
an old level-design cliché, for example that a room full of powerups signals an
imminent boss fight.
This principle can be extended to include other areas as well. Scripted se-
quences can carry information useful to the player. The original Half Life,15 for
example, would signal danger to the player by letting Very Bad Things happen
to NPCs in view of the player, often in scenarios that would also give the player
information on how to avoid a similar fate. In a game with a day/night cycle,
dusk may tell the player that it is time to find shelter from night crawlers. The way
somebody is dressed in MMORPGs may indicate rank and experience. The list
is endless. We need to be as aware as possible of the impact of the things that the
player can observe, and try to incorporate this knowledge in the visual direction
and the visual design of the levels.
Visual Design
There is no doubt that at times, as level designers, we need to be knowledgeable
of the visual arts, so we can create real impact on a visual level as well as on a
gameplay level. Furthermore, quite often the two should not be seen as separate
disciplines at all.
15
Developed by Valve Software.
Visual Experiences 205
Use of darkness
Traditionally, darkness is used in games to create fear and unease. Although eas-
ily turned into cliché, this is not a bad application per se. However, we must to be
careful not to create a lazy darkness = scary attitude. At least not without under-
standing why it can be scary. The key aspect of darkness is that it takes away sight.
This is an obvious observation, but it becomes more interesting if we look at
what that can mean in practical terms. For example, if the point of darkness in a
level is to create fear, taking away sight can work, because the player loses a sense
of control. If we can’t see dangers anymore, but they are still around, we rightly
become rather nervous. Dangers can also be hinted at. An imagined creature ac-
companied by sounds, for example, is scarier than a visible one.
However, darkness can be used in all kinds of other ways. If the gameplay
is about staying undetected, darkness can be a real friend. Darkness can provide
cover for exploration, or provide the play mechanic for a puzzle.
Use of light
In contrast, light is often used to create a sense of safety, a positive to counter the
negative of darkness. Again, this is not necessarily a bad application, but there
are many other ways that light can be used to create interesting gameplay and
therefore perform more functions than just lighting the scene. Good lighting is
as much the provenance of a good level designer as that of a game artist. A level
designer may decide to use the lighting in a level to create gameplay sequences
that simply cannot be done in another way. Take for example typical stealth
gameplay where the player needs to remain undetected, and therefore out of the
light. There is great fun to be had by giving the player the chance to control light-
ing that affects the game AI, by being able to switch lights on or off, or perhaps
by allowing the player to blind AI opponents with a searchlight.
There are plenty of possibilities where lighting can be used in an original
way that enhances gameplay. Some more will be highlighted in the practice sec-
tion of this subject.
206 Game Environments
Scale
Scale can have a huge impact on the ultimate feel of a level’s design, and many
scale-related decisions have very specific results. Some situations are easily un-
derstood and can be implemented without too much fuss. A player may feel a
sense of elation after having conquered a long and difficult climb up a huge tow-
er. The scale of the tower when the player first looked up at its base, and the re-
versed situation when the player has reached the peak and is now looking down
at the tiny objects back at the ground, is bound to have an impact. This can be
further enhanced by giving the player some useful visual information related to
being at such a high vantage point, or awarding the player with some rare object
for reaching this area.
Negative feelings can be stirred as well. Imagine the horror of seeing the
scale of a growing mushroom cloud after a nuclear explosion. Populating a level
with big looming buildings that tower over the player can generate feelings of
oppression. A further sense of claustrophobia can occur by making the player
navigate small, cramped corridors. Whichever way you look, matters of scale be-
come relevant to level design issues in diverse ways. If the designer decides to
Visual Experiences 207
make a set piece out of scaling a very high mountain, space must be reserved in
the level to accommodate the scale of the mountain. Furthermore, is it actually
fun to traverse the real distance this would entail? Perhaps some shortcuts are in
order, possibly an action-filled cable car ride, and a further hitch on a lift built in
the mountain.
Clearly, seemingly small16 decisions on scale can have a huge impact on the
content and feel of a level.
Visual Style
Some of the art decisions that need to be made for the game are about choosing
an appropriate style. This is a decision that influences many things beyond the
actual look of the game. Real gameplay issues come into the picture and must
therefore be looked at before any art style is chosen.
We can initially make a rough decision between a style that is based on re-
alistic imagery (realistic in depiction, though not necessarily in content) and a
direction that is much more stylized, like the use of toon-shading or super-de-
formed proportions.
Realism
The advantage of a realistic style is that we can use the real world as an inspira-
tion and a resource. It is very handy that if we want to use a car in a realistic
game, we can just go outside and take the dimensions of a real car, or get some
blueprints from the manufacturer. Consistency and believability can be guar-
anteed by sticking with real world parameters, an advantage that shouldn’t be
underestimated.
Trying to achieve realism has its own problems, however. There are a num-
ber of dangers, some of them unexpected. First, there is the problem of detail.
In a realistic setting there is just more work to be done to ensure that realistic
representations are supported by sufficient levels of detail. There will be certain
expectations that must be met in order for the environment to be convincing.
A door on hinges will have to swing, a car will have to behave in a recognizable
way, and so on. To further complicate matters, the game’s AI needs to be realistic
enough, especially the AI of human characters. It is very easy to underestimate
the damage that can be done by not preparing for this problem. Level designers
can easily find themselves in a place known as the uncanny valley.
The theory of the uncanny valley was made popular by the Japanese
roboticist Masahiro Mori. In his work dealing with the creation of realistic
16
No pun intended.
208 Game Environments
uncanny valley
moving
still healthy
bunraku puppet person
humanoid robot
stuffed animal
familiarity
industrial robot
zombie
17
Figure 10.2. “The uncanny valley.”
17
“Uncanny Valley,” Wikipedia, http://en.wikipedia.org/wiki/Uncanny_valley, 2009.
18
I am creeping myself out here!
Visual Experiences 209
can be inappropriate, the AI can be too oblivious to its surroundings, its path
through the environment can be strange, idle animations can play at the wrong
times, and so forth. Many of these can be very detrimental to immersion, or even
worse, open to exploits. In other words: tread carefully!
Another problem within a realistic style is the lack of creative license if we
opt for realism based on our natural world. That is to say that the game is natural-
istic by only including elements that can exist now or that could have existed in
the past in the real world. Having to be realistic in this manner quite often means
that for an element to be believable, its use must be explained. In a cartoon, sci-fi,
or fantasy setting it is quite easy to create an impenetrable barrier that the player
can see through, but that will not allow anything else to pass. A magic fence or a
nice force field would do the trick, with few questions asked. Internal game logic
still needs to be established and followed, but more creative license can be used
to achieve these things.
Stylized expression
The extra creative license just described is not the only advantage in a stylized
setting. In some non-realistic styles, less detail is needed to create a clear im-
age. Cartoons can create very clear images by using very few brush strokes, and
similarly, a game that uses toon shading needs much less detail to paint a clear
picture for the player. To the level designer this can be a huge advantage. It makes
it much faster to create basic functioning game environments, and much easier
to change them around when needed. This in turn has a subsequent effect on
flexibility and iterative prototyping. These are all massive bonuses.
As always, though, there are downsides. The style may be so alien that no
real-world reference can be used. Alien technology and road signs may make it
hard to direct the player or to make sure the player cannot get lost. There may be
the need to portray fairly complex and detailed mechanisms within a style that
is too bulky to easily facilitate this. As always, we have to be very careful not to
fall into any of these traps. Luckily, there are many techniques available to us that
can help us navigate these issues.
Power of Suggestion
To make sense of the world, our brains are able to take limited information and
extrapolate a more detailed picture from it. They literally fill in the blanks. We
don’t need to see every individual brick in a wall to know that the whole wall is
there. If something comes running towards us, we can judge pretty quickly if it
is on a collision course with us, and roughly how long before it is time to get out
of the way.
210 Game Environments
We can do these things for a number of reasons. Most of them are neurologi-
cal in nature, reinforced by previous experiences. When taken together, these
factors give us a very decent predictive mental view of the world. However, we
may still be fooled, at times in surprisingly easy ways.
Misdirection
Have you ever seen a magician at work? One of the main techniques of any magi-
cian is the use of misdirection. The famous magician Jean Hugard once said the
following about misdirection:
The principle of misdirection plays such an important role in magic that
one might say that Magic is misdirection and misdirection is Magic.
This is a quote that level designers need to take to heart. After all, we deal ex-
clusively in virtual, and therefore in many respects illusory, worlds. This is not
unlike how a magician deals with illusions to create magic. The principle behind
misdirection is simple enough: focus the audience’s mind and expectations in
one direction, while performing an act of some sort (undetected) that suggests
that something magical has happened. (For example, while a street magician is
focusing our attention on a complex maneuver with his right hand, he has al-
ready reshuffled the deck with his left.19) Of course it is unlikely that we will use
card tricks or anything like that within level design, but sometimes we do want
some actions in the game world to distract the player from others. Sometimes
this is done to hide immersion-breaking activities, or sometimes to set up a spe-
cific gameplay surprise or scripted sequence. You will be surprised at how effec-
tive this technique can be when used well.
Theme
What is it all about? I don’t mean what happens (that is plot), but why is it all
happening? What is the underlying reason or the intention? Generally, these
kinds of things can be attributed to theme. Theme is a subject that pops up a few
times in this book, and although it sounds imposing and serious, it isn’t some-
thing we should be scared of. In Stephen King’s book On Writing we find the
following thoughts20:
Writing and literature classes can be annoyingly preoccupied by (and
pretentious about) theme, approaching it as the most sacred of sacred
cows, but (don’t be shocked) it’s really no big deal. If you write a novel,
spend weeks and then months catching it word by word, you owe it
both to the book and then to yourself to lean back (or take a long walk)
when you’ve finished and ask yourself why you bothered–why you
19
I don’t know if that at ever happens, but the principle is clear.
20
Stepheb King, On Writing: A Memoir of the Craft, Pocket Books, New York, 2002, pp.
200–201.
212 Game Environments
spent all that time, why it seemed so important. In other words, what’s
it all about, Alfie?
He also notes that:
. . . Not every book has to be loaded with symbolism, irony or musical
language (they call it prose for a reason y‘know), but it seems to me that
every book—at least every one worth reading—is about something.
This applies as much to writing as it does to level design. And one way to re-
ally express this well in level design is by defining a well thought-through visual
theme, or more likely a set of themes. A good partnership with the game artists is
of great importance in this case. (More on that later.)
Once a clear idea emerges on theme(s), it is easy to start to apply it in several
aspects of the visual design. It is actually important to make sure that theme is re-
flected throughout several areas of the level, or it won’t have the impact it should
have. If a sense of death needs to permeate a ghost town, it is perfectly valid to
sprinkle the environment with graves.
Beyond these kinds of direct visual implementations, there are subtler ways
to incorporate theme in the level design. Much can be achieved via the use of
symbolism and metaphor, even without the player being aware of this.
The same danger exists in an inverted manner if level designers think they
can do the visual direction by themselves. In most cases this would be a laugh-
able conceit.
Theory Summary
The visual direction used in a level touches every other aspect of that level’s de-
sign. It simply cannot be left till last; it is the designer’s responsibility that the
consequences of related choices be well understood and implemented. This
means that the designer must act as a liaison to the art department in order to
coordinate and cooperate, and with programmers in order to receive the right
tools for the job. It also means that the designer must study the craft from all
angles. This includes studying many aspects of film and photography, including
the areas of cinematography and set design. When all these things are done, the
designer has in visual design a tool that can completely transform the experience
of a level. What at the beginning was a set of planned gameplay sequences can
now be full of meaning, beauty, drama, backup for gameplay, and more. There-
fore it deserves to be treated with a certain amount of seriousness.
Practice
Game Genre
The technique is suitable for most games that require the player to navigate non-
abstract environments.
Goals to Achieve
• Guide the player towards a goal through visual direction.
• Equate light with a positive outcome.
214 Game Environments
Description
(Example type: Original)
“Climbing towards the light.” This example is going to take a hypothetical
scenario that can be adapted to fit with all kinds of setting and games. The basic
premise is that the player is to slowly work their way from an oppressive dark
area towards safety, represented by light.
The example is set against the background of a partly collapsed skyscraper.
The player is somewhere at the bottom level and can only go upwards. Electricity
is mostly compromised and the starting area is nearly completely dark. A num-
ber of discreet stages or elements can be incorporated.
• Starting off in near dark gives the level a very oppressive and claustro-
phobic feel. The game spaces should be very tight to emphasize this, while
also making sure that the player can’t get too lost in the dark.
• Use busy lights in areas that need to unsettle as well as attract. A slow pul-
sating light or a stroboscopic flickering give the player a goal to aim for, and
can provide local illumination. This kind of lighting unsettles by nature, so
it is a good way to frame dangers. These can be environmental—electrical
sparks, fire, lasers, and so on—or they can be AI based—an enemy guard
using a helmet with a flashlight, or weapons fire.
• Highlight exits clearly to indicate to the player where to navigate toward.
This also has the subconscious effect of teaching the player that well-lit ar-
eas are signposts towards safety. The exits can be diverse: they can include
actual doorways lit by an exit light, or a hole in the ceiling leading to the
next area lit by a nearby strip light.
• Start adding windows and additional light sources. As the player
progresses through the level and advances from area to area, it is useful to
slowly increase the intensity and the number of lit areas to give the player
a clear sense of progression towards an escape point. By adding windows
or other lookout points, the player can start to gain a better mental map of
the level, as well.
• Make the gameplay areas bigger as the player progresses towards the
level exit. To ease up on the sense of oppression and claustrophobia, the
environment should slowly become more spacious and bright. The player
is to be encouraged to keep following the path that leads up to brighter and
less negative environments.
• Have encounters start from farther away so the player can use the
light to their advantage. Enemy encounters or environmental dangers
Visual Experiences 215
should become recognizable from farther away as this will give the player
a psychological boost that they are starting to be in control of their prog-
ress. Note that the gameplay does not need to get easier at all, just less
panicky and unsettling. The encounters should become an obstacle be-
tween the player and his or her progress, rather than a consequence of the
darkness.
• Reward the player with a final exit that is both bright and expansive.
When he or she finally reaches the exit point of the level, the player should
receive a real reward for achieving the escape from the darkness—a fitting
finale for the journey they have been on. A good way to do this is to reward
the player with a grand and expansive view over a bright and warmly lit
vista. In this case it may be the roof of the building providing a sudden
unrestricted view over the whole city.
Further Notes
The example environment and setting above can easily be exchanged for one
that is more suitable to the game you are working on, like an underground min-
ing complex or a gothic wizard’s tower, for example. It should be easy to come up
with an original concept that allows the use of these techniques.
Game Genre
This technique is suitable for all games that have a camera system that can be
manipulated by the level designer. (This example uses a third-person game cam-
era.)
Goals to Achieve
• Frame important information in a level to grab the interest of the player.
• Reward the player for exploration.
• Deliver a revealing scene that adds drama and quality to the level.
216 Game Environments
Description
(Example type: Original)
We can use the principles of direction and misdirection to create a sequence of
events that add great value to a level. If we control what the player sees, through our
control of the game camera, then we can in effect create a little narrative sequence—
narrative because the images tell their own story, played out onscreen and accom-
panied by the player’s unfolding understanding of what it is he or she sees.
The gradual camera reveal. The gradual camera reveal is a technique that is
based on showing the viewer bits of scenery that, unbeknownst to the viewer,
actually comprises a much larger whole. As more and more of this whole is re-
vealed, a new understanding of the actual scene forms in the mind of the viewer,
until eventually a dramatic realization takes place when the final picture falls into
place. Difficult as it sounds this technique is relatively easy to implement on a
technical level.
Imagine the following sequence:
• Camera position 1: The (third person) game camera is positioned di-
agonally above the player character.
Scene: We can see the player character and some of his or her surround-
ings. The player seems to be on a dusty road, going through a desert.
• Camera position 2: The camera is positioned farther away, and tilted
more towards the horizon.
Scene: We can see the player character, and more of the road. The road
appears to be quite wide and long.
• Camera position 3: The camera is positioned even higher and farther
away. A further tilt at the horizon is established.
Scene: We can see the player character and a near panoramic view. The
road is littered by burned-out wreckage and rusted debris. The road is go-
ing towards an enormous structure on the horizon; we cannot yet make
out what it is.
• Camera position 4: The camera is lowered behind the player and finally
the full horizon can be seen.
Scene (final reveal): The horizon now shows the famous Cape Canav-
eral space shuttle launching pad. The entire structure including the space
shuttle is a smoking wreck. Pieces of debris are seen across the landscape,
along the road as well as elsewhere. Some enormous disaster has befallen
the installation.
All that is needed to frame such a scene is camera trigger boxes that tell the cam-
era what position to take, based on the player’s location. The result is a very dra-
Visual Experiences 217
matic and interesting setup. The player could subsequently find transportation
to the sight, on which the next level may take place.
Further Notes
The principle can be simplified if necessary. A top down camera view can be
zoomed out revealing that the player is surrounded by enemies, or a player can
reach the top of a hill revealing a new landscape that completely changes the
player’s perception of his or her environment.
Game Genre
This example is especially suitable for games that use a third or first person cam-
era mode and allow for action-adventure style gameplay.
Goals to Achieve
• Use dramatic scale in order to enhance visual impact.
• Successfully use the physical implication of scale and environment in a
level design scenario with multiple outcomes.
• Incorporate the physicality in a dramatically interesting sequence.
• Provide a strong set piece.
Description
(Example type: Original)
This practice example has the player engage in a set piece that has an outcome
that is crucial to gameplay and narrative progress. Whatever the outcome, it will
create a literal chasm between the player and the past. This can be done in a
binary fashion where success gives the player a sense of resolution, while failure
creates a temporary setback that can later turn into a delayed and therefore more
rewarding victory.
Setting and background. The player chases the game’s main villain to a rope
bridge spanning a chasm. The villain dispatches a group of henchmen to inter-
218 Game Environments
cept the player. The player has to engage the henchmen and defeat them in time
before the villain crosses the bridge and starts cutting the ropes.
Victorious outcome. The player defeats the henchmen in time to reach the
villain and capture him before he cuts the rope bridge. Now on the far side of the
chasm, players can cut the bridge ropes themselves, which will stop more enemy
creatures from following. (This act can be shown in a cutscene including the ar-
rival of hordes of furious but thwarted enemies on the other side of the chasm.)
Negative outcome. The player is delayed too long to reach the villain in time
before he or she can cut the bridge’s ropes. The bridge is cut while the player is
on it and the player falls down onto a ledge on the wrong side of the chasm. The
villain got away and the player is now forced to find a path down to the bottom
of the chasm, in the hope that a crossing can be found. There is now literally a
chasm between the player and the villain. Potentially a horde of further enemies
in pursuit can once again be seen to arrive, this time taking on the role of trying
to stop the player from finding a path across the chasm.
Further Notes
There is a level in Half Life 2 that successfully uses a bridge as a visually strong
backdrop to the action, as well as providing a vertiginous quality to the gameplay
that enhances mood and atmosphere to a large degree.
Audio Design
11
A s important as the visual dimension discussed in the previous chapter is,
there is a further important aspect to game environments. Although often
overlooked in creating our inner vision of the game world, the aural definition of
the gameplay space and our reactions to music and sound is vitally important.
This is heady stuff indeed, and something we should only attempt after taking a
look at the basic fundamentals of the way human beings experience audio.
Concept
the slightest pressure changes. When the eardrum vibrates, that signal is ampli-
fied in the inner ear, whose function is to transform the air pressure differences
picked up by the eardrum and turn them into fluid pressure fluctuations. This is
done by the cochlea. The fluid waves are picked up in the organ of corti, a part of
the ear lined by thousands of tiny hair cells, which translate the fluid waves into
electrical signals. These electrical impulses are taken by the cochlear nerve and
sent to the cerebral cortex, where they are finally interpreted.
Audio information
Audio waves carry information that can be vital to our well-being. As one of our
major senses, hearing is constantly used to dissect the world around us and give
us information and context in all kinds of circumstances. Our hearing range and
the stereo setup of our ears allow us to judge aural distances, and as importantly,
to judge the direction of that which produces the sound. (Is that tiger close? Is
it getting closer?)
If we think of the aural picture we have of our surroundings as a list of audio
information, we can construct a list of contributing factors that is surprisingly
long. Our environment provides us with echoes, the Doppler effect, muffled
sounds, clear sounds, soothing sounds, mechanical sounds, natural sounds, and
so on. All this information needs to be digested and interpreted.
Sound Interpretation
What we need to understand when dealing with the subject of sound is that even
though the physical aspects of hearing are quite well understood, human inter-
pretation of sound isn’t an exact business.
The previous dry description helps us understand the process to a degree,
but let‘s look at another way of describing it:
Imagine that you stretch a pillowcase tightly across the opening of a
bucket, and different people throw ping pong balls at it from different
distances. They can each throw as many balls as they like, and as often
as they like. Your job is to figure out, just by looking at how the pillow-
case moves up and down, how many people there are, who they are, and
whether they are walking towards you, away from you, or are standing
still. This is essentially the problem your auditory system has to contend
with when it uses the eardrum as the gateway to hearing.1
If seen in those terms, it is a miracle that we can hear at all. Indeed, we often do
get things wrong, sometimes in strange ways.
1
Daniel Levitin, “It’s Just an Illusion,” New Scientist, February 22, 2008, pp. 34–37.
Audio Design 221
2
Walter Murch, “DENSE CLARITY – CLEAR DENSITY,” Volume Bed of Sound,
http://www.ps1.org/cut/volume/murch.html, no date.
222 Game Environments
As stated before, it is no easy task for the brain to get things right all the
time, and indeed it has to rely on extrapolation and inference. This leaves the
door wide open for manipulation of our audio perception, something that has
been raised to the level of high art in the field of music recording. Therein we find
that just as important as the physiology of sound is the notion of a psychology of
sound.
Describing sound
The mechanical explanation of sound is very useful, but it still doesn’t give us
enough of a vocabulary to describe sounds. For some people this language exists
in music theory, a comprehensive language that even has a written from in all
kinds of music notation. Although the world would undoubtedly be a more en-
tertaining place if everybody were taught this language from infancy, it still does
not provide a common vocabulary for our general experience of sound. Indeed,
it is interesting to see that most of us really struggle to discuss sound without
the aid of terms that are comparative with other senses. Sounds are described as
warm, or having a certain color, or being sad or melancholic.
Describing sound in this way shows that there is a deeper psychological di-
mension to our aural life.
Emotional Associations
Sound is a strongly associative medium. Almost everyone knows examples of
how sound is associated with specific emotions or events pertinent to their life.
Consider the pop hits of the time you were a teenager, or the TV shows you used
to watch as a child. Take any emotive memory, and chances are that a specific
inner soundtrack accompanies many of them.
This basic principle of sounds and emotions being associated with each
other is not limited to personal experience. Indeed, there are many emotional
associations that we can share with other people, often at a universal level. This
Audio Design 223
is where we can find a multitude of uses for level design. Find the general shared
associations that can work in a creative scenario, and you have found a remark-
ably powerful tool to help deepen the experience for the audience.
Aesthetic Sensibilities
The combination of cultural background and the properties of sound itself makes
us judge sound on an aesthetic level. This is especially true for music. There are
not many clear rules on what makes a sound pleasing or jarring; indeed, people
often completely disagree on this topic. Jazz can be irritating noise to one set of
ears and the ultimate musical expression to others. One person’s soothing wind
chimes are another’s insomniac nightmare. There are some historically and cul-
turally determined guidelines to be found in music theory; principles of har-
mony and dissonance come to mind, although these are often open to interpre-
tation. Nonetheless, we know that ultimately a judgment is made in many cases,
and often this judgment is predictable to a large degree.
This means that the aesthetic qualities of sound and music can be used in
a creative context. If one can predict that a sound will be pretty or calming, it
can be used as a contrast to something ugly or distressing, or it can be used to
strengthen the effect even more. The aesthetic sensibility of the audience is open
to all kinds of creative techniques; those involving sound and music are particu-
larly clear examples of this.
Primal Reactions
Some qualities of sound cause a reaction on a purely primal level and cause emo-
tional responses that cannot be ignored. This can be a matter of volume; nobody
can help but be startled by an unexpected loud sound, or this can be a matter of
pitch. The low rumble of an earthquake is bound to cause some serious unease
to the listener. Other qualities of sound may cause equally strong reactions—
human laughter or growling predators, to name a few. A mother’s reaction to her
crying baby is hard to describe as anything but primal.
Taught Reactions
On the opposite side of the equation, we find emotional reactions to sound
based on a cultural basis. That is to say, emotional reactions to sound that society
or our parents teach us. To a degree, these reactions can be seen as conventions
of sound. That is why rude workmen whistle after women or why we give a wide
berth to a truck that makes a repetitive beeping sound as it backs up. We know
224 Game Environments
what a disapproving tut tut means and can easily comprehend an overly sarcastic
comment due to the sarcastic tone with which the comment was made. Our daily
lives are filled with moments where we react to sounds that have meaning due to
conventions that we have learned to recognize.
Types of Sound
Within creative disciplines like film, television, theater, and so forth, there are
distinctions to be made between certain types of sound. There is a need to dif-
ferentiate and categorize for practical purposes, although there is no complete
consensus on how to do so.
Diegetic
Sound is diegetic when it emanates from the actions visible onscreen, or when
the sound is explained by the implied sources coming from the film environ-
ment. This can include dialogue, objects in the set, the weather, and so on—
anything that has a natural source in the story world of the film.
Non-Diegetic
In direct opposition is non-diegetic sound. This is sound that comes from outside
the story world of the film or other medium and has no natural source linked to
the onscreen action. For example, mood music and voiceovers are in this cat-
egory.
This distinction between diegetic and non-diegetic can be very useful, but
it may also at times be a bit limiting, or too specific to film. I personally tend to
make a distinction between music and non-music first.
Music
When people speak of the music of a particular film or similar creative product,
they tend to refer to a number of diverse types of musical content. Some of these
types feature some unique properties that are worth looking at. For the sake of
brevity, the following examples are from the medium of film, but they often ap-
ply to other media as well.
Audio Design 225
Mood music
Mood music is music created to specifically create or enhance certain moments
within a film. This is generally not a complete song, but emotive music with
minimal structure, if any. It is not meant to stand alone as a musical piece, so it is
free from principles of song construction. The use of mood music is incredibly
ubiquitous in film, precisely because it is such a free and powerful emotional
tool. Some people dislike it for that exact reason; they see the emotional ma-
nipulation inherent in the use of mood music as inappropriate. The authors of
the rules of the DOGMA 95 school of film making even stated it as one of the
key techniques to avoid:
The sound must never be produced apart from the images or vice ver-
sa. (Music must not be used unless it occurs where the scene is being
shot).3
I am not advocating for or against mood music, but it is always interesting to see
how naked the content of a film can be if mood music is taken away. There is no
denying the impact of its presence or its absence.
Original score
The original score is just what the word suggests: the music originally and specifi-
cally written or recorded for the work. The music has typically been scored in
partnership with the film director and is frequently thematically consistent. Just
as a movie can feature some strong themes and recurring motifs, the same often
occurs in the original score. This is of course no coincidence, since the score is
meant to bring out the best of the work it accompanies. Some of the best musical
scores are highly rated because they are a particularly strong companion to the
underlying work, sometimes even on an equal footing.4
Soundtrack
Soundtrack and score are words that are often wrongly used as if they were in-
terchangeable. This is understandable, as there can be much overlap between
the two. But generally, the soundtrack is a product of music research and not of
composition. That is, the soundtrack generally consists of songs used in the film,
but not necessarily written for the film.
3
“The Vow of Chastity,” Dogma 95, http://www.martweiss.com/film/dogma95-
thevow.shtml, 1995.
4
The Kooyanisqatsi score by Phillip Glass is a good example.
226 Game Environments
Non-Music
Non-Music, sometimes called noise, is a term used in the film industry. Within
that discipline it doesn’t have the negative connotations that the term normally
has. In fact, it means no more than all the sound that doesn’t consist of music. That
is a very large group of sounds, so it is useful to identify some more specific
categories. Many of these categories are not as clear-cut as they appear to be,
and definitions vary from filmmaker to filmmaker. My personal understanding5
yields the groupings of sound categories discussed below. They are not strict
definitions, but are intended more as a rough guideline.
Incidental sound
Incidental sound forms a different kind of sound effect, different enough to war-
rant its own category. Like mood music, incidental sounds are designed to give
power to certain psychological states of the viewer. For example, we all know
(and dread) the moment in a horror movie when something in the film pro-
duces a sudden and unexpected scare. In almost all cases, this moment is ac-
companied by some kind of loud sound effect that adds impact to the “incident.”
It is not a natural sound; it is created purely for the incidental purpose. These
5
I have studied some film at the university level and have and dabbled a bit as an amateur
filmmaker.
Audio Design 227
moments can also occur when the protagonist suddenly realizes something, or
when a dramatic moment is about to occur.
Ambient sounds
Ambient sounds, as already discussed in Chapter 9 on immersion, are linked to
the environment itself, as opposed to specific incidents or actions. They exist to
help give a general definition of a space or the environment that the audience
is experiencing. This creates a deeper sense of immersion, but it also conveys a
great amount of information. An ambient sound like machine-room hum tells us
that the machine room is active and purring along nicely. Hubbub in a meeting
tells us that everybody is talking among themselves, while fading out this ambi-
ent sound can signify that the group is focusing on a single speaker. Every envi-
ronment features ambient sound; it is almost impossible not to hear something.
Even when it is quiet, we tend to hear our own breathing or sounds like footsteps
or the rustling of clothes.
All of these sounds matter a great deal to the mood portrayed, and to the
information divulged to the listener. This can be enhanced even further by
manipulating the sound itself. Earlier we spoke of the extra information we
get from our environment by naturally occurring sound alterations like the
Doppler effect and echoes. We can add many others to that: reverb, cutting
out frequencies to create a muffled sound, resonance, and so on. It is not that
hard to manipulate sound in a studio, but the results can be incredibly power-
ful.
Concept Summary
We perceive audio through a diverse set of circumstances and experiences. There
are important physiological rules and restraints that allow us to hear in the first
place. These in turn are processed in our brains in very interesting ways, which
are not always correct. What is striking is how applicable many of these ideas
and principles are to creative expression. This is not just in a predictable manner
as musical accompaniment or performance, but along a whole range of uses of
audio, often in the subtlest of ways.
Luckily, there are numerous artistic conventions and techniques available
to us for study. What we should take from this is a spirit of open-minded inter-
pretation of audio principles and ideas and try to find applications within our
own craft.
As we will see in the next section of the book, there are many ways in which
we can do so.
228 Game Environments
Theory
The previous section shows how universal many auditory principles are. It also
shows how relevant knowledge of audio can be to creative application. Level
design offers a huge amount of scope and context in which we can place audio
design theory catered to our specific needs.
Level Music
Most game levels use music of some sort, sometimes to underscore in-game
events, sometimes to provide pleasant background music. This music isn’t al-
ways seen as something of great importance, and indeed in some games the mu-
sic used is inconsequential. But that is not the point. What we should do is look
at the role music can play, and when we adopt that view, we find that there are
many good reasons to incorporate meaningful music choices in our levels. As in
film, we can make a rough distinction between the score of the game and other
types of music, most prominently dynamic music.
Dynamic Music
We speak of dynamic music in video games in those cases when the music played
is dependent on dynamic in-game events. The use of dynamic music can greatly
enhance the emotional impact of a gameplay scenario. If used correctly, the mu-
sic can be triggered or cued to underscore moments that enhance the player’s
enjoyment of a game, for example by rewarding a victory over a tough enemy or
setting the mood at the start of a new level. The latter is an example where games
differ from films and require different choices. In a film the mood music can be
painstakingly composed or researched to fit every scene and situation at exactly
the right time. In video games on the other hand, there is very little predictable
linearity; most in-game actions are dependent on player choice and therefore
can occur at mostly non-specific times. This means that the use of mood music
has to be flexible to some degree and must fit numerous situations.
Dynamic music can also be used to give the player information related to
specific gameplay or in-game events. Just as background noise of a scene can
provide information that is vital to the experience, so can the music in a game tell
the player additional things that pertain to the onscreen action but may be hard
to convey in a different manner. If a player is close to losing control of a situation,
Audio Design 229
the right mood music can indicate this and enhance the tension inherent in the
situation. When a player needs to know that an environment is safe to explore,
specific music can indicate this. Whatever game you are working on will have its
own set of requirements, and it is generally up to the level designer to formulate
them.
This use of music to convey gameplay information has the added advantage
of giving direction to the player’s actions or understanding of game events. And
as level designers we should always be interested in tools that give us possibilities
to direct the gameplay experience.
Noise
As already discussed, noise is what we call all audio that isn’t music. As a de-
scriptive category, that doesn’t give us enough information however. We need to
divide it into further subcategories. Or at least, into the ones that are typically
used in level design.
6
Developed by Lorriciels.
7
Developed by Capcom.
8
Developed by Sega.
9
The process by which the right music is found for the product in question.
230 Game Environments
Ambient Sound
In the chapter on immersion, I said the following about ambient sound:
We all know of a number of aural game clichés; on top of a mountain we
hear wind, in caves we hear drips, etc. However, these kinds of straight-
forward implementations are not just representations of sounds that
need to be picked from a list to complete a level’s outstanding tasks.
Recorded sounds not only have documentary qualities, they also have
psycho-acoustic qualities, which means they have the ability to have an
effect on the psychological interpretation of sound.
It is worth examining these types of sounds a bit closer. It seems that a further
distinction can be made between ambient sounds and their documentary quali-
ties and their psychological qualities.
Documentary
The documentary qualities of sounds are those that make it possible for them to
help define a game’s space, and to even help describe what happens within that
space. This may seem straightforward, but in reality is far from it. Here’s a simple
test: look around you and identify every single thing10 that can create sound,
no matter how loud or frequent. Chances are you won’t finish this exercise be-
cause the list is too long. This shows that we cannot go into a level design pro-
cess thinking that for documentary ambient sounds we can just assign a sample
to every potential sound-producing item. Not only will this completely destroy
our budget (both of money and memory); it will also create an aural mess that
muddles the definition of space, as opposed to helping define it. Remember that
we are experiencing these sounds through speakers or headphones; it is not like
we are actually there.
To create a clearer sound plan to describe the environment for most levels, it
makes sense to identify the key audio components and implement them wisely.
In essence, this is an impressionist approach: we pick those sounds that let us
paint a picture that is so descriptive that the player’s mind fills in the rest. Gener-
ally, this means we need to find those sounds that the player will associate with a
complete set of environmental expectations. A reverberating dripping sound can
be enough to define an environment consisting of watery caves.
Additionally, some sounds may have to support certain aspects of game-
play11 and therefore are even more important than others. Let’s go through some
typical examples:
10
Or creature.
11
More on this in a bit.
Audio Design 231
• Gameplay related:
■ footsteps (allow the player to judge others’ locations),
■ AI states (allow the player to react to behavior of creatures/NPCs),
■ engine frequency (allows the player to judge speed).
• General documentary audio:
■ crickets (define the desert at night),
■ hubbub (defines crowds of people),
■ rain (speaks for itself).
Psychological
Just as important as the purely descriptive nature of the sounds types discussed
so far are the psychological aspects involved: the psycho-acoustic qualities of
sound. Just as color theory gives us insight into a person’s reactions to certain
colors, and as scale can affect people’s emotional state in profound ways, sound
can have an emotional impact or cause a very specific reaction. Is there anybody
who doesn’t associate a countdown timer with haste or stress? Or to take a sub-
tler example: the sound of seagulls can exert a calming or even relaxing influence
on the player due to its association with the coast.
Documentary aspects in sounds help describe a physical space, while psy-
chological association helps describe a mental space or state. This is a very helpful
phenomenon for level designers, as quite often we try to exert influence over the
player’s state of mind.
Seagulls or countdowns are just two examples. In practice, each level
and each game will have a unique sound signature, and it really pays off to
spend some time thinking about which sounds best serve the overall experi-
ence.
Sound Cues
Many aspects of a level’s ambient sounds have to do with the fact that they
are information carriers. They tell their own story by way of the informa-
tion they carry within themselves. Sometimes this information is relevant to
gameplay decisions. When it is, we can classify them as sound cues, or, even
more likely, we can include sounds that were designed to be sound cues. We
have encountered some of these already when we were discussing documen-
tary aspects of ambient sounds, and those examples still stand. However, we
can add to this by realizing that sound cues don’t have to be a side effect of
environmental noise. They can (and often should be) specifically designed
to aid gameplay.
232 Game Environments
Sound Effects
At other times the level needs to communicate information through sounds that
don’t fit within the natural environment of the game. In those cases we generally
speak of sound effects. In Zelda games these may be sounds that are played when
the player solves a puzzle. In Unreal Tournament12 they can represent the re-
spawning of an item. There are thousands of examples for each individual game.
The nature of these kinds of sounds is almost always decided at a game design
level. However, in some cases, the use of these sounds is up to the level designer,
perhaps within the context of a scripted sequence or if the game’s development
tools provide extra leeway in these matters.
A surprising amount of knowledge is needed to design effective sound ef-
fects, and likewise, the level-design implementation of sound effects also re-
quires great care. If you are in a position where the level design is required to
deal with this matter, make sure that you don’t underestimate this task. Some
questions to ask include:
• Do the sound effects jell with the soundtrack or score?
• Can they obscure important sound cues?
• Do they clash with the general tone of the level?
• Can they be repeated often without causing irritation?
Questions like these at least need to be considered to make sure that no prob-
lems occur in the implementation of sound effects.
12
Developed by Epic Games.
Audio Design 233
Music Games
A special case in this chapter has to be made for music-based games. In these cas-
es, the music often IS the level design, so I want to spend at least a few words on
the subject.
13
Real name: Nicklas Nygren. See http://nifflas.ni2.se/.
14
NaNaOn-Sha.
15
Developed by Harmonix.
234 Game Environments
Music Creation/Emulation
There are games that take a less strict approach and allow a focus on actual music
creation. This is an area of gaming that is much less defined, so consequently the
level design can take many shapes. An interesting example of this is the musical
toy Audio Plankton, which asks the player to create compositions by manipulat-
ing the behavior of musical plankton.
A giant in the genre is Sony Europe’s smash hit Singstar, a game that requires
players to actually sing the part of various well known songs and be judged on
how well they keep to the correct pitch.
With games like this it is hard to talk about actual level design, although to
a degree there is significant overlap. For example, the difficulty level of the songs
and the songs themselves, or the expression possibilities of the electro plankton
all feature aspects of applied game design.
Theory Summary
Game audio is a vital component of the potential enjoyment of a game. Its im-
plementation covers many diverse areas, including player psychology and mood,
gameplay information, and at times specific gameplay design. In other words, we
cannot create a level design without at least spending some time on the impact
of these decisions.
Audio Plan
For that reason, it makes sense to create an audio design or audio plan for each
level you work on. The shape this takes depends on the type of game and on the
type of audio assets required, but just going through a process that takes into ac-
16
A worrying idea for those of us who are paid to do level design.
Audio Design 235
count the impact of the aural dimension on the level design can be invaluable to
the final quality of the level.
Practice
Example 11.1: Psychological Impact—
Tension and Sound
Summary
We have established previously that sound can impact on the mood of the player.
It can have properties that can have a major impact on how the player feels about
a situation on an emotional level. This impact is easily recognized when we see
efforts aimed at adding tension through sound.
Game Genre
This technique is suitable to most games.
Goals to Achieve
• Disturb and unsettle the player though sound.
• Enhance the impact and mood of the level.
Description
(Example type: Existing)
The sound design of Alien. Two good examples of this technique are found in
the film Alien,17 by Ridley Scott. They are based on the same principle, but each
adopts a different approach.
Heartbeat sound. A subtle but effective trick throughout the film is the use
of a heartbeat sample in the film’s audio track. Throughout the film, as the ten-
sion increases, the heartbeat sound increases in tempo. Most people are not even
aware of this, but the increasingly rapid heartbeat is disconcerting and creates a
17
Directed by Ridley Scott, distributed by 20th Century Fox, released May 25, 1979. The
film follows the ordeal of the crew of the space ship “Nostromo” as they are stalked by a
murderous alien.
236 Game Environments
Game Genre
This technique is suited to nearly all games.
Goals to Achieve
• Create a level environment where sound conveys gameplay information.
• Translate this information into something perceivable to the player.
• Tie it into a gameplay scenario.
Description
(Example type: Original)
Once we start seeing sound as a potential information carrier, it becomes rela-
tively easy to tie sound directly into gameplay. All we have to do is provide a
Audio Design 237
situation where the sound carries information that is necessary for the player to
successfully deal with a level design scenario. This example shows how a number
of sounds can work together, in concert,18 to provide a comprehensive amount
of aural information of great use to the player.
Dangerous factory. The player finds him or herself in a fantastical factory en-
vironment and has to navigate a route through dangerous machines. The player
can get hurt by stomping pistons, jets of flames, manufacturing robots armed with
automated nail guns, and so on.
The machines cycle between dangerous and unsafe states, but these cycles
are not predictable through visual observation. They are not regularly spaced
out across a timeline. However, the machines all employ their own characteristic
sounds that precipitate a state change. In other words, the player gets an audible
warning when a machine is about to become dangerous or safe.
Careful listening and timing can then do the rest.
Further Notes
We have to be careful with these kinds of audio-dependent gameplay scenarios,
as they can completely ruin a game for the deaf and the hard of hearing. Alterna-
tive routes may be an appropriate way of dealing with this, or perhaps optional
visual indicators can do the trick.
Game Genre
This example is suited to multiplayer games where sound carries over distance.
Goals to Achieve
• Incorporate sound cues in a multiplayer context.
• Make it multifunctional.
• Tie it into interesting gameplay choices.
18
Half a pun, my apologies.
238 Game Environments
Description
(Example type: Original)
In multiplayer games it can be a matter of great importance to know where one’s
opponents are and what they are up to. Based on this information, players make
choices on what their next actions are and formulate strategies accordingly. This
is especially true in games where the same levels are played over and over again,
as this repetition means that the player can have a repertoire of strategies that are
derived from their knowledge of that specific level environment.
This should be acknowledged and utilized in the level design for such
games. There are, of course, all kinds of ways this can be done: the geometry of
a level can provide strategic viewpoints to facilitate this, the level can be made
of mirrored sections, balanced for all teams, so players can predict routes and
distances, and so on.
Less prevalent is the use of sound to give gameplay critical information.
There is much to be gained by employing this technique, however. In Figure 11.1
we can see a number of corridors that lead to an important pickup, let’s say heavy
armor (A). Several rival players (P1–P3) can potentially get to the armor. This is
not an atypical scenario, and there is nothing wrong with it per se.
We can make much more of this scenario, however, by introducing sound
cues to the mix. If we surround the pickup by puddles of water, and make sure
the audibility of running through the water encompasses all the potential player
positions (grey circle) then we suddenly have an entirely more interesting setup.
(See Figure 11.2.)
Figure 11.2. Multiplayer corridors with pickup and players, and added sound
cues.
Player 1 can see the armor, and he or she could hear if somebody (Player 2
or 3) runs through the water and approaches the armor from the other side. If
Player 1 decides to run to the armor, Players 2 and 3 can tell by the sound from
which corridor Player 1 comes, as there is less water there than in the other cor-
ridors. (Players 2 and 3 can make that same distinction for each other, as well,
if one of them approaches the armor.) They can also hear in which direction
Player 1 goes after picking up the armor.
All this adds much depth and strategy to what previously was no more than
a few corridors and a pickup. Yet, it terms of assets or work, the technique is
very cheap to implement, and therefore a good addition to the level designer’s
toolbox.
Further Notes
It isn’t hard to add further sound cues to this scenario, but it is dangerous to add
too many. Beyond a certain number of sounds, the players will just get over-
whelmed and cannot easily react to all the aural input coming their way.
Game Stories IV
val_writing_desk.jpg, 2009.
241
242 Game Stories
discussed much yet. This is partly because I made the decision that most of the
narrative-related topics are better handled in a separate and focused area, rather
than constantly addressing them in each subcategory. The result is the following
chapter, which explores general concepts and tries to apply them to level design
theory and practice.
Story and Narrative
12
A lmost all the arts and entertainment forms we are exposed to deal in some
way with narrative elements, storytelling, and creation of dramatic con-
tent and meaning. This is obviously true in most films that we see, books that
we read, and plays that we watch. We find it in comics and graphic novels, and
to some degree it often applies to less straightforward examples like painting,
music sculpture—you name it.
These expressions occur for many reasons, sometimes artistic, sometimes
informative or intended to make people laugh. There is a wealth of narrative
content that dates back thousands of years to cave paintings and probably even
farther. So, what lessons can we learn when we look at all of these types of nar-
rative in different disciplines? Are there unified concepts that transcend notions
of genre or art form, and if so, can we take this commonality and distill general
concepts from it?
To try to achieve something of that nature, this chapter will not try to write a
treatise on “the elements of style” or to find the ultimate definition of storytelling.
Instead, our approach will take us much further down the line and will simply
assume that we all agree that elements of narrative and story play an important
part in most art forms. We will also put forward that it follows that to be effective
in those instances where this is applicable, artists and entertainers through the
years have developed useful tools and techniques that help them bring dramatic
value to their work. This chapter is mostly interested in that specific aspect of the
craft and takes a look at a number of commonly used dramatic tools.
Concept
Dramatic Tools
There is a thing that most forms of art and entertainment have in common with
each other. They all want the audience to experience something, as intended by
243
244 Game Stories
the artist. They all want to get their ideas across in such a way that it makes some
kind of impact in the mind of the audience. In the cases of static art forms like
photography or sculpture, this impact comes from the audience contemplating
what it is observing. However, when it comes to non-static forms of art or enter-
tainment (and by non-static I mean work that progresses along a timeline), the
author has time to assert some control over the experience. Artists try to influ-
ence the audience as much as possible, so that it will perceive the work to have
dramatic (or artistic) value or impact. Almost every field has developed a large
array of dramatic tools that are employed to manipulate the audience in such a
way that the work is most powerful. Let’s look at a number of general examples.
Form
The form (or format) is no less than the chosen form of expression. This is some-
thing that is governed both by personal choice and by the theme and mood of
the work. “A lyrical expression of love” can be shaped as a poem or a western
pop-song, among other possibilities. Each choice will bring with it numerous
defining attributes that will have a huge impact on the final work.
Style
Style is the way in which the final content is approached. So to go back to our
earlier lyrical expression of love, if we chose poetry, we can make a further sty-
listic choice. Are we going for a traditional Japanese haiku or an experimental
tone poem?
If we chose the western pop-song format, we can also choose from many
styles, such as 80s new romantic, indie guitar music, reggae, and so forth.1
Any of these choices can prove to be effective, but they all heavily impact
how the work will be experienced.
Setting
Setting tells us where things happen.
In order for the major themes and mood to really resonate, a choice of set-
ting (if applicable) can have a huge impact on the dramatic effect of a work. Blade
Runner would be less respected as a work of noir science fiction if it had been set
in some bright future kindergarten.
The best settings let the artist underscore the chosen themes and mood in
a clear and effective way. This can be done through a direct connection between
setting and story. When commenting on what war does to humanity, it is effec-
tive to tell the story against the backdrop of a major war.
It can also be done through the juxtaposition of contrasting elements. What
I mean by that is that sometimes certain themes have more impact if contrasted
with a setting where they stand out. An explosion will have more impact in a
silent library than in a carnival setting.
the right order, speed, and way in which to progress the story in such a way that
it has the desired dramatic impact.
We have already discussed this to a degree in Chapter 4, where we looked at
the traditional theatrical five-acter, as demonstrated through Freytag’s pyramid.
But other, non-literary, examples can also be found as well. Musical composi-
tion, for example, also tends to follow a time line, and in some cases this has led
to dramatic progression through chord progressions or similar musical forms.
Ask any professional musician about the importance of the 12 bar blues and you
will see what I mean.
Whatever the field in which dramatic progression occurs, there are choices
to be made dealing with the order in which to tell the story and its individual
components (plot) and the timing and speed applied to the use of these compo-
nents (pacing).
Plot
Plot is often confused with story. Quite often, when people try to explain the
story of a movie, they resort to telling you about what happens in the movie in
chronological order. But this does nothing to explain the story’s overall themes,
moods, and intentions. It merely tells us in what order “stuff happens.”
A well-plotted narrative employs plot choices with a great regard for the over-
all purpose of the work. It can include delayed revelations to heighten a sense of
suspense, or early background information to strengthen character motivation.
Absence of plot
Just as important as including events in a plot is excluding them from the whole.
A plot can skip many years in a character’s life so the audience can feel a sense
of mystery about how that character has progressed from an earlier encounter. It
can set a character on a specific path of dramatic progression and examine what
this has done to the character’s life twenty years later. In the process this can
strengthen the themes of the story as a whole.
The ultimate point of plotting in any of its incarnations is that it gives artists
and entertainers a tool that enables them to exert control over the way their work
is experienced. It allows them to direct the experience over a specific timeline,
determining which emotions are felt at what time.
Pacing
Pacing, on the other hand deals with the speed and rhythm in which plot is ex-
posed to the audience, generally in such a way that they are continually engaged
Story and Narrative 247
Editing
To go back to the film example, imagine a film-editing suite where the editor and
director are looking at hundreds of reels of films with many takes of unedited
footage. When they start to splice it all together,2 they will constantly be faced
with very specific choices on how long to let scenes and shots run in the final
edit. The movie footage will be put in order (plotted) and then made subject to
durations; or in more practical terms, the film will be paced in a certain way.
These are not minor decisions. A deep, wistful ghost story may not be best
told at breakneck speed with furiously fast scenes racing the audience through it.
Time is needed for reflection and for a sense of foreboding and fear to gather.
Concept Summary
A helpful way of thinking about these choices regarding dramatic tools and ele-
ments is by placing them in a hierarchy. We have done this earlier in the book
by trying to formally place level design (and game design) elements in a specific
development hierarchy to determine an approach that lets us assign goal driven
values to the design process. We can do a similar thing on a smaller scale with
narrative elements. In this case the hierarchy looks as follows:
• Theme/mood:
■ form,
■ style,
■ setting.
• Dramatic progression:
■ plot,
■ pacing.
Theme/mood. Theme and mood tell us what the work is about and how it makes
us feel.
Form, style, and setting. After choosing the theme and mood, we can enhance
them by choosing an effective setting, the right form, and an appropriate style.
These choices now tell us where our story occurs and how it is told.
Dramatic progression: Plot and pacing. Finally, the story or narrative itself is
constructed and placed in some kind of progression over time. The story unfolds
2
Well, the contemporary digital equivalent of slicing film.
248 Game Stories
Theory
In the previous section we discussed a number of ways in which creators and art-
ists use specific techniques to create or strengthen dramatic impact. They con-
struct their narratives in many diverse ways and all kinds of creative expressions,
but there are specific things they do that seem to overlap between disciplines.
What I want to do in this chapter is re-examine these kinds of tools and
techniques through the lens of video games and level design, see where they ap-
ply, and find our own ways of implementing them. Additionally, I want to exam-
ine where games are different, and where they require entirely new or different
ways of dealing with narrative and story aspects.
To do this effectively, we should look at those types of games where story
matters most, as games like that will have had to deal with these questions in the
past. Let’s look at a number of story-reliant game genres, including non-video
games, and then see how they can be approached with the previously discussed
techniques, as well as with potential new ones.
Story-Dependent Gaming
Before we try to define our own methods of in-game storytelling, we should find
out if others have already dealt with this subject matter before. I have highlighted
three types of gaming where storytelling takes centre stage, yet interactivity and
gameplay are still massively important, or even defining to the experience. They
are point-and-click adventures, artificial reality gaming, or ARGs, and traditional
pen-and-paper role playing games, or RPGs.
All of these genres have in common that the story or narrative elements are
crucial to the experience as a whole and therefore provide good examples for
study. They each have their own level design conundrums to deal with.
Story and Narrative 249
Adventure Games
Games like point-and-click adventures and text adventures belong to a genre of
games where the player takes on the role of a character, and performs tasks and
solves puzzles in a story-led adventure. These games can be purely text based, or
they can take place in a 2D side-scrolling environment, as seen in classical point-
and-click adventures. There are many famous examples, including the likes of
King’s Quest, Hitchhiker’s Guide to the Galaxy, and The Secret of Monkey Island.
There are even 3D examples of the genre, with Grim Fandango deserving a spe-
cial mention.
In pretty much all examples of the genre, the story matters and cannot be
removed from the gameplay. Slowly uncovering the story threads and seeing the
adventure unfold through the eye of the character(s) in the game is a core ele-
ment and a major attraction. Most of the actual gameplay will consist of puzzles
that have to be solved. At times they are fiendishly hard or infuriatingly illogical,
but the central experience is undeniably story led.
3
Known as Puppet Masters.
250 Game Stories
used as well. A player may find clues to a puzzle on a website, have to ring a real
number, and then find an item in a real world location. Yet despite the overlap
between the real and the virtual, a key aspect of these kinds of games is that they
tell a specific story, and the players are characters within this story.
It is a fascinating genre, which at times is able to attract large numbers of
players, yet its successes are fairly unknown to most people. Famous examples
include The Beast, a seminal ARG created as a marketing tool for the Spielberg
move AI, and Perplex City, a game that included the additional uses of collect-
able cards and a cash award of 100,000 pounds on finding a real world object
called “the Receda Cube.”4
A particular quirk of ARGs lies in the fact that gameplay and story span sev-
eral forms of media, and as such, the genre comes with interesting and unique
challenges, and therefore with unique solutions. One such quirk is that it is a
general rule in ARG etiquette that the game and its players stay in character,
no matter how unlikely or fantastic the content. Although the puppet masters
formally (and secretly) design the gameplay and the story, they never allude to
this in any way or form. All communication and actions within an ARG universe
are in character and treat it as if it is not a game. This principle is often referred to
quite literally as TINAG, which stands for This Is Not A Game. The point is that
the interest of the game comes from people communally “living” and influenc-
ing the game narrative. The puppet masters may largely control the immediate
story events and the puzzles, but the memorable actions come from the choices
of the players.
are very much facilitators, people who create rough outlines to be explored, ex-
perienced, and influenced, by the players. This is an exciting prospect, key to the
success of many ARGs.
5
Nor does RPG stand for Rocket Propelled Grenades, or horrible simulations at the work-
place about dealing with a difficult client.
252 Game Stories
as the GAME elements. In strict terms, one could argue that the game elements
and the world simulation elements are no more than a backdrop for the chance
to play the role of a character and interact with the virtual world though its act-
ed-out actions. This leads to interesting results; if the role playing is interesting
enough, the player can have a rewarding experience trying to light a fire for hours
in some featureless tundra.
Once again, the level designer, this time called the Game Master, is an en-
abler of dramatic and interesting player actions. As before, the player’s actions
form the central story. Drama comes from the player’s responses to the envi-
ronment and its interactive contents, as presented by the Game Master. Even
though the Game Master will have prepared a detailed “module,6” the player’s
actions in reaction to its content are what defines the gameplay session.
Just as in ARGs, immersion is key, and role-playing games require players to
stay in character in order to make it all work. The Game Master performs the role of
level designer and is responsible for framing the story in such a way that it becomes
an enabler of dramatically interesting player choices and subsequent actions.
6
The RPG equivalent of a level.
Story and Narrative 253
Personally, I feel that the act of playing a game actively writes a story in the
mind of the player. For example, Elite has hardly has any story to speak of, except
for some background information. Through playing the game, though, a story al-
ways emerges, based on the player’s actions, immersion, and choices made while
playing the game. That said, something like Super Monkey Ball relies much less
on this, but the principle still stands. In other genres, “classic” story implementa-
tion is much more central to the act of playing the game. The Secret of Monkey
Island is a great example of this.
Throughout this book I have been arguing that we need to develop our own
voice, through the acceptance of a level design language. A major component
within this goal is to come to our own understanding of how to tell stories within
our medium, and level design is by far the most effective way of expressing this
knowledge.
We write the script, author the play, and set the stage of our game’s experience.
7
David Freeman, Creating Emotions in Games, New Riders, Berkeley, CA, 2003, p. 328.
254 Game Stories
In a game the story’s plot is the sum total of the player’s actions throughout
the game. Many of the themes and the subtext8 are the emotions experienced by
the player, and how they are dealt with through the filter of play.
Where many people go wrong is by trying to force these things into a lin-
early controlled and developer-constructed “story.” This misses the point about
how games work. Instead, we should craft levels in such a way that gameplay
moments form dramatic markers and narrative focal points that can be interacted
with by the player in all kinds of different ways (gameplay). If this is done well,
the actions of the player throughout the game then write their own story—one
that is incredibly compelling and worthwhile. Game tropes like challenge and
interactivity do not impede this kind of story at all, games make use of them
by making them dramatically interesting to the unfolding story of the player’s
interaction with the game.
Nonetheless, traditional snippets of story can still be used. We can have mo-
ments of exposition or talking heads in cutscenes, and so on (when appropri-
ate). However, these are only a small part of the narrative as a whole.
Agency
Agency is an important aspect for level designers, since it ties in directly with what
they are trying to do. We speak of it when describing the ability of an “agent”
to act in (and make an impact on) the world. This agent can be human, which
opens up the discussion to matters of choice, as well as to matters of morality
and ethics. (With choice comes responsibility.) When we look at this concept
in the context of this chapter, we can describe agency as something given to the
game player in the game. The player has the ability to act in the game world, and
8
The underlying thoughts and motivations of the character, not explicitly expressed.
9
David Freeman, Creating Emotions in Games, New Riders, Berkeley, CA, 2003, p. 328.
Story and Narrative 255
ideally his or her actions have an impact on that world and on the progression of
the game. This kind of agency is much more likely to happen to players of video
games than, for example, to readers of a book or to a cinema audience.
So what this all seems to boil down to is the notion that the player is a partic-
ipant in the unfolding game story, and that it is often desirable to give the player
the opportunity to take an active part in the content of the narrative. People
call this kind of narrative or story different things; we have seen David Freeman
refer to it as self-created story. That is a good term, but to me it avoids the fact that
level designers still have some influence over what stories can be created by the
player. I often refer to the process of telling and experiencing a game story as the
Gameplay Narrative.
“Gameplay Narrative”
It is becoming clear that in video games there are two types of narrative. There
is the type of narrative we normally associate with books, plays, and scripts,
and the type that is built as the sum of the player’s actions. This latter one is in
many ways the most important one for us to grasp, as it applies to pretty much
all games. Let’s call it Gameplay Narrative for the purpose of this book. In a
gameplay narrative it is the gamer who tells the story, through his or her own
actions.
Seen in this light, the narrative occurs in most cases during or after the
gameplay event. It is a natural result of gameplay. Because players have the ability
to act within the game world,10 they write their own narrative.
For all practical purposes at any moment, it is the player who experiences
the emotions and the emotional commitment of the character. The levels them-
selves can push and pull and steer and provide an outline and a setting for the
player to experience the game in, but in most cases it is the player to whom it
all happens, not a pre-written character in a static story arc. In fact, it can clash
terribly if the game tries to make the player the same as the character, insofar as
it tells the player how to feel. This is the opposite of using techniques to solicit
appropriate emotions.
The goal has to be to provide a chance for the player to create experiences
that form an interesting narrative.
path. It is more explicit when the player knows that certain actions are expected
or that a suspension of disbelief is required to enjoy the experience.
Emergent Stories
To a degree this makes gameplay narrative somewhat emergent. The level design-
er only provides seeds that grow in ways that are not entirely predictable. Even
better, some of these emerging stories can interact with other gameplay-provid-
ed experiences. Things that have happened to the player previously can directly
fuel a player’s current experience12 in the game. For example, a tense survival
subplot may open up because the player has been wasteful with resources in an
earlier part of the game. As level designers we can make sure there is space for
this kind of fluidity to the way the game is experienced, which gives us a more
natural approach to story in games. Rather than having a formal storyteller ap-
proach, we are better off using an approach where we sketch the boundaries of
the world, add some dramatic focal points, and give players the tools to deal with
them as they see fit. This gives the added advantage of having levels that allow
for a whole spectrum of experiences and are never exactly the same between
different players.
12
Gameplay narrative.
258 Game Stories
many of the goals are still fairly similar: we want to create levels that have some
kind of emotional impact, whether that is pure gameplay enjoyment as found in
a game like Tetris, or orchestrating a sense of deep fear in a survival horror game
like Silent Hill.
We address these topics one at a time, but I want to stress one point. All
these elements are in a codependent relationship with each other, where one
choice heavily impacts the next choice.
Form
Form elements are often determined by the genre conventions of the game in
question, as well as by the game design. Strategic team-play games may suggest
“capture the flag” levels, while racing games will be best served by certain types
of looping racing circuits. The choices of these kinds of forms are as important as
any others in level design and should be considered carefully.
Style
Within the forms there are certain types of gameplay that keep surfacing in levels
to the extent that they can be described as styles. This is reflected in some typical
13
See Chapter 3, “Level Design Goals and Hierarchies.”
Story and Narrative 259
style elements that can be used in a level. There are obviously too many to con-
sider here; the use of styles entirely depends on the kind of game you are making
levels for. But we can name a few: timed sequences, stealth sections, and run and
gun can all be incorporated in levels, either as the sole basis for gameplay or as
one of many other gameplay styles.
We can have levels that deal with mirrored player bases (to maintain bal-
ance between the teams), capture and hold scenarios, and time limited scenarios
where a team has to fulfill a task within a certain timeframe. In a survival horror
game we can have levels based on fleeing (escape an area before it is too late), or
defend to survive (being barricaded into a room while an enemy tries to get in).
There are many advantages to using well-known gameplay styles. The level
designer will have lots of information on how to implement them, the player will
have a very recognizable gameplay environment to enjoy, and the programming
teams will know what to look out for. The downside, of course, is the lack of
originality that can come with these kinds of pre-made styles. Having said that,
innovative play environments can be considered a style in their own right.
Setting
Finally, we need to address the where. The setting of a level can be one of the
defining features that determine much of the content the level will carry. It is po-
tentially one of the most important decisions that can be made, as it will lead to
certain restrictions and boundaries to the gameplay action, which in effect makes
it a practical framework for the level content. If this framework is chosen well,
the level can be very appropriate to the gameplay that the level designer wants
to implement. If it is chosen poorly, it can become a huge obstacle to the desired
gameplay. So let’s look at some of the things to consider in choosing a setting.
When choosing a setting, we should check against a number of things that
should be on our wish list for levels:
Depth and versatility—Can the setting sustain the level design goals it needs
to support for a long enough period without becoming boring or too samey?
Does it allow for flexible and varying application of gameplay mechanics?
Take for example a level of a real-time strategy game, one where terrain influ-
ences the troop movements a lot. It may be more interesting to place the action
in an old European city built on two flanking hills than on a large homogenous
and perfectly gridded city, as seen in many American states.
AI—Does the setting allow for the AI to shine? Does it offer the right en-
vironment for path planning, showing off their best decision making skills, al-
low for good interaction with the player, and whatever else can be thought of to
make them as effective as possible.
260 Game Stories
Dramatic Progression
If we do our work well, levels should provide some form of dramatic progres-
sion. We can affect this by a number of methods, including the use of plotting
and pacing and their level design equivalents.
Plot
In level design the plot is the sum total of the player’s actions. This means that we
don’t know the entire plot when we design a new level, since the player’s actions
have not yet occurred. An immediate natural reaction of many level designers
is to start orchestrating the content of a level in such a way that we have total
control over the player’s actions and therefore know exactly what the plot of the
game will be like. This is a grave mistake. While throughout the book I advocate
ways of exerting authorial control over the levels and the experiences therein, I
do not advocate spelling out the exact steps to be taken by the player in order to
have the “right experience.”
the plot progression. What we want to do is give players the feeling that they are
the ones that matter in the world, that their actions determine the outcome of
the narrative.
A player’s self-determination is to be encouraged though creating environ-
ments that react favorably to the player’s actions. It is to be encouraged to let
players try out different abilities, award them when they try different things, and
not punish them for exercising those skills that they have been taught.
Pacing
As we have seen in the preceding chapter, pacing is an authorial tool of great pow-
er in most non-static art forms and creative endeavors. As level designers we find
ourselves in exactly the same position as composers or film editors, inasmuch as
we want to exert control over the timing and intensity of the gameplay experi-
ence we are creating. We may use a different vocabulary, but the overall aim is the
same. However, there are elements to pacing that are specific to level design and
need to be further examined.
Learning curve
It is then fair to say that closely related to a level designer’s task of keeping a
player in the zone is the need to maintain a sensible learning curve. As the flow
diagram shows, it is vital not to over- or under-challenge the player. Under-chal-
lenging is bad because players may become bored, but at least in that situation
players may still try to entertain themselves. Over-challenging the player is even
worse, as this will make the player so frustrated that he or she may stop playing
altogether.
So it is vital that the game’s learning curve15 be a function of a progression
that keeps the player within the flow channel, or in the zone of an optimal game
experience. But how do we do that? Players’ individual skill sets can be wildly
divergent, making it very hard to cater to individual abilities.
One way of achieving this goal is by allowing aspects of the game to behave
dynamically in concert with the player’s actions.
Dynamic progression
Keeping a balance between challenge and skill is easier said than done. Since we
are dealing with human beings, we are also dealing with wildly different abilities
and skill levels. One of the biggest dangers in level design is to create an experi-
ence that is suitable to one player, but that creates an insurmountable obstacle to
another. If the latter occurs, it is not unlikely that the player will get so annoyed
with the game that he or she will stop playing it forever. Even worse, that person
tells friends not to buy it. This is pretty much the worst thing that can happen
and needs to be avoided if at all possible.
14
See “An Introduction to Flow Theory ” in Chapter 8.
15
Learning curve is actually a misnomer, since the learning aspect needs to stay at an
enjoyable constant. A better term would be something like challenge curve or progression
curve.
Story and Narrative 263
To counter these massive dangers, designers and game developers can cre-
ate levels and games that employ dynamic difficulty adjustment. The game experi-
ence is tailored to the varying skill levels and play styles of its players. This is a
technique that has been known for a few years, but that wasn’t studied in detail
until Jenova Chen did the game development community a great favor by writ-
ing his thesis on the subject.16 Chapter 16, “Challenge,” goes into great detail on
this matter.
Bounce
We speak of bounce when the player encounters an impediment to progression
that forces him or her to backtrack and perform an action that removes the ob-
stacle when revisited. In the early days of level design, and indeed to this day, this
was often realized by the locked-door scenario. The player would literally find a
locked door and would have to go back and hunt or a key.
These days, we often find more elegant approaches to the bounce scenario,
at times implemented so well that players don’t even recognize it as such.
Linear progression
Sometimes a straight path from A to B is all we need from a level. Linearity has
some clear advantages, and if not overused can be a very effective method of
controlling the pacing in a level. It gives the player a great sense of clarity as prog-
16
Jenova Chen, Flow in Games, http://www.jenovachen.com/flowingames/index.html,
2008.
264 Game Stories
ress is along the one path. This kind of direct challenge can be very enjoyable,
especially if it is clear to players that in order to succeed or progress they must
finish an “obstacle course” of gameplay scenarios. Pacing is controlled by the
gameplay along the way. It is very easy for the designer to create and test such a
formal environment, which makes it an attractive proposition from a production
point of view.
Loops
A loop is a very similar method of controlling pacing , with the difference being
that players end up at the starting point. All the other linear advantages apply,
but we have the additional bonus of being able to show players their goal from
the get-go. This can greatly enhance the sense of context in which players per-
form actions.
Sandbox
A sandbox approach allows players to come up with their own gameplay solu-
tions, or at least must create the illusion that they can. The central point to sand-
box games is that players must feel that the world doesn’t feel too prescribed.
Instead, players must be able to bend it to their own will. The sandbox provides
players the raw building material (like sand) to create their own mark on the
world. It isn’t always easy to influence pacing in such an environment, although
much can be done by placing certain conditional events in the world, and by
creating natural-looking bottlenecks. Perhaps a player character needs to be of
certain strength to pass a particular area, or a specific type of enemy creature is
only released into the environment after the player obtains a particular weapon
Stickiness
A good way of subtly influencing pacing is to slow the player down by creating
areas that are sticky. This stickiness is achieved by providing positive reasons for
staying in an area, for example by providing a safe area in which the player can
indulge in some fun activity or by creating a tempting discreet challenge that
may yield a great reward. If these instances of stickiness are optional, players will
never feel resentful about this kind of manipulation, since they are engaging with
it by choice.
Many good examples of sticky areas can be found in Half Life 2, where all
throughout the game completely optional areas can be found, filled with op-
portunities for almost carefree play. Some of these are almost banal in imple-
mentation. I have once stopped my progression on the main path after spotting a
Story and Narrative 265
large number of crates and decided it worth my time to try to stack them as high
as possible in order to gain an enjoyable view of the world. (The game allows
a playful approach to physics.) From a level-design point of view, all that was
needed to give the player this experience was a deep understanding of the fun of
the game’s physics engine and the placement of some crates in an eye-catching
area.
Puzzles
A special mention needs to be reserved for the use of puzzles as pacing devises.
Puzzles are among the best and most versatile tools that level designers have at their
proposal. Among their many uses is their ability to influence the pacing in a level.
Because puzzles can be designed to fit a certain solution, they are extremely
useful in exerting control over a gameplay/puzzle situation.17 If we can deter-
mine the likely duration of a puzzle sequence, we are in effect given control over
the pacing of a level, or at least we have it to a significant degree.
Space
Davis understood that the space between the notes was sometimes just
as important as the notes themselves. But he also understood that too
much space between the notes, and people would think that the concert
was over and go home....18
In level design, pacing is as much determined by what you leave out of a level as
by what you put in. Almost every professional level designer will at one point
have a serious disagreement with somebody about level areas being “too empty.”
In almost every case when I have had this argument in my own professional life, I
was right to fight my corner. The spaces between the gameplay events are incred-
ibly important, and in fact, are part of the gameplay experience as a whole. Mark
Hollis has been reported19 to have said that:
Before you play two notes, learn how to play one note—and don’t play
one note unless you’ve got a reason to play it.
Not only are these wise words, they can be expanded on to fit video game develop-
ment even further. Sometimes leaving empty spaces is a level design event in its own right.
There is need in level design for spaces where nothing happens. Don’t listen
to producers or other meddling colleagues or bosses who want to have some-
thing happen every two seconds without rhyme or reason. They don’t neces-
sarily understand that the full picture has to incorporate room for the player to
breathe. Allow for reflection and space within the player’s head to do things like
think, observe, contemplate, and strategize.
17
For all kinds of additional ways to include puzzles in level design, please look at Chap-
ter 14 on Puzzles.
18
From the Genius Guide to Jazz, July 2001, cited at http://www.allaboutjazz.com/php/
jazzquotes.php.
19
Quotation from the unofficial Mark Hollis and Talk Talk website: http://users.cyber-
city.dk/~bcc11425/.
Story and Narrative 267
These things are as vital to the action in the level as the action-packed mo-
ments are. And last but not least: they provide a powerful tool to affect pacing.
Practice
Example 12.1: Themes and Moods—
Practical Application
Summary
To enhance the game’s themes and moods, we create levels that support the-
matic gameplay. This can be done through the use of symbols: content that rep-
268 Game Stories
resents more than its literal interpretation. What does this mean in a practical
sense, however? This practice example shows straightforward ways to tie themes,
moods and symbolism into everyday level design situations.
Game Genre
The technique is suitable for most games.
Goals to Achieve
• Identify main themes and moods.
• Assign thematic and symbolic value to gameplay scenarios.
• Use this to underline the themes and moods the level needs to convey.
Description
(Example type: Original)
We generally try to make our levels about something, even if that something is
solely the gameplay mood that pervades a level. In most cases it makes sense to
emphasize certain themes and moods that the level needs to convey, and use this
as a framework for the gameplay that occurs within the level.
We can do this by taking general gameplay that would occur regardless of
thematic goals, and making it specific so that it ties into the required themes or
moods we want to portray.
If we take a hypothetical set of themes and moods, we can show how this
could work.
Powering the town. Our hypothetical game is a third person action adventure,
where the player can traverse and explore the environment and perform simple
context-sensitive actions: throw switches, push objects, and so on.
In this example the main themes we want to put forward are based on the
universal struggle for freedom, and the mood we want to portray in the level is
one of hope and positivity.
We can achieve our goal by providing an environment that is restrictive in
a number of ways at the outset, including the player’s ability to act within that
environment, and slowly transforming it through the actions of the player to be-
come one of wide-ranging freedom and promise.
Take, for example, an abandoned town filled with ancient machinery, doors,
lights, vehicles, and so on. All of these used to be powered by electricity derived
from wind and solar energy. The original inhabitants of the town have abandoned
it after an earthquake damaged all the sources of power, like the windmills and the
solar panels. They now live a hand-to-mouth existence in the local countryside.
Story and Narrative 269
To fit with the theme and mood of the level, we will allow the player to
perform a number of context-sensitive actions that slowly transform the town,
enable things in it, increase the player’s ability to move around and interact with
it, and lure back the original inhabitants.
• To begin with, the player can rotate a windmill back into the path of the wind.
This will allow a system of aqueducts and pipes to start to power the town’s
running water system.
• This then enables the player to go around town and clean the dirty solar
panels with the water pipes now running again.
• The new electricity from the solar panels allows the player to repair the
broken generators with electric tools that can now run again.
• With the generators running, the player can charge the battery of an aircraft,
which is able to reach previously unavailable solar mirrors.
• The player then repositions the solar mirrors to make them shine light on the
town’s massive central solar panels.
• This finally allows the player to kick-start the whole electricity net, enabling
the town’s streetcars, residential equipment, and so on.
All the way through this process, a number of things occur that are in keeping
with the level’s thematic goals:
• The player can navigate more and more of the town.
• The town becomes bright with all the new sunlight and electrical illumination.
• Life starts to return to the town: villagers start to occupy the houses again.
• Music is heard throughout the town.
Further Notes
An approach like this one allows the level designer to create interesting and ap-
propriate gameplay sequences all through a level. It is more a matter of choosing
the action that supports the general moods and themes than of having to pains-
takingly come up with a large number of individually interesting but incoherent
gameplay actions.
Game Genre
This technique can be used in any game where a dramatic progression does not
have to follow a set order.
Goals to Achieve
• Allow for a non-linear but still progressive narrative in a level.
• Let the gameplay narrative be assembled by the player.
Description
(Example type: Original)
The dramatic components technique assumes that the player is able to form a
narrative out of individual components that are presented in an arbitrary order,
or in an order determined by player choice. If enough components have been
assembled, the narrative structure is complete.
One way to do this is by treating the narrative as a meal that is made up of
specific ingredients. The level designer provides the meal’s ingredients, and the
player is the cook who is putting it all together through gameplay actions and
choices. It is key to accept that the player takes individual narrative ingredients
and slowly constructs a whole in their mind regardless of the order in which the
ingredients are discovered.
Another way of looking at this is by imaging a criminal case that can be solved
if enough evidence is found. The level designer spreads the evidence throughout
the level, and it really doesn’t matter in which order the player uncovers it. The
final picture of the narrative is the same regardless.
Whatever analogy we employ, the idea is to break up the narrative—be it fac-
tual content, dramatic sequences, set pieces, or any other components—and break
it down into discreet individual instances that can be placed throughout a level.
We can envision dramatic components like the following arsonist scenario:
• The player rescues a child from a burning building.
• The player discovers that several buildings have burned down in the past.
• A letter reaches the player, telling him to deliver $100,000 or another child
will die.
• The Player finds a diary of a psychiatrist, mentioning the case of a deluded
arsonist.
Each of these components can be experienced by the player in any order, with-
out harming the narrative at all. So, what we end up with is a coherent narrative
whole, but it is presented in a way that respects the non-linear interactivity that
Story and Narrative 271
can be so valuable in our levels. It is the player who pieces the individual parts
together, and it is the player who will feel as if he or she plays a vital part in this
narrative.
Further Notes
If necessary the level designer could tie it all up by allowing the next sequence in
the level design to unfold only after these four events have happened. This would
turn it into a semi-linear progression, based on conditional events. In that sce-
nario, some control is applied, while still allowing for the dramatic component
technique to be used.
Game Genre
This technique is suitable for most games that feature physical progression
through a level.
Goals to Achieve
• Control pacing by introducing a bounce scenario.
• Make this stand out from the preceding action.
• Present this in a way that is appropriate to the setting.
Description
(Example type: Original)
In this example, the player is traveling by car along a path through the level. The
player is progressing along this main path when the tire blows, and he or she is
subsequently forced to stop. This is the event that triggers the bounce situation
(E in Figure 12.1).
The remainder of the main path is of such a nature that progression on foot
is not viable, so the player has to find a solution to the problem. The only path
accessible on foot is the bounce path that takes the player past a number of chal-
272 Game Stories
lenges (C). These challenges are up to the level designer, but should be of a na-
ture that significantly changes the pacing of the gameplay.
Eventually the player reaches the solution (S), which in this case is a spare
tire found in a room off of the bounce path. The player now bounces back to the
position where the vehicle was abandoned, and is confronted with more chal-
lenges along the way.
Finally the player returns to the car and is able to progress along the main
path.
Further Notes
In practice this is no more that a lock-and-key situation: the lock is the broken
car, the key is the spare tire. The situation can be embellished without difficul-
ties, however: the path can be more complex, the bounce event can consist of a
number of sub-events, and so on.
Designing Gameplay V
Charles F. Foley and Nell W. Rabens, “Apparatus for Playing a Game wherein the Player
1
Constitute the Game Pieces,” US Patent 3,454,279, issued July 8, 1969. Available at “The
Twister History,” http://www.mathematik.uni-bielefeld.de/~sillke/Twister/history/,
2000.
273
274 Designing Gameplay
way of doing it, and this book is no exception. I have done my best to organize
chapters in a sensible manner, but some explanation is needed.
The following set of chapters is organized under the heading of Designing
Gameplay. This is because the chapters cover areas that are most directly con-
nected to gameplay mechanics and their implementation. They are the bread
and butter of level design and often work as part of larger gameplay systems. Ul-
timately, this will be true to a certain degree of most topics covered in this book,
but it is most true for the chapters explored in this section.
World Building
13
A n interesting aspect of what we do in level design is that we create imagi-
nary worlds for players to enjoy. This is an aspect that isn’t unique to video
games of course; the same thing occurs in books and theater and in all kinds of
creative disciplines. However, we do have a heightened emphasis in our imagi-
nary worlds on player input and participation, perhaps more so than in other
artistic endeavors.
Either way, no matter which way you look at it, the act of level design is
partly an act of world building. We create a headspace for players to spend a lot of
time in. Since these worlds are virtual rather than of this world, normal rules don’t
apply. We need to take a good look at how to approach world building through
that filter.
Concept
Terminology
I want to spend a small moment discussing terminology, just to make sure I don’t
create the wrong expectation for these chapters. In a subject as wide ranging as
this one, it is very easy to lose focus and get tangled up in definition problems, so
I want to avoid that trap completely. The term world building can be used in many
more ways than I am going to discuss in this book, and although they may all be
interesting to look at, I am limiting myself to those aspects that I find relevant to
the subject matter we are dealing with directly.
The way world building is used in this book is generally not a metaphorical
one. I think it is completely valid in other instances, like the worlds that can be
conjured through the notes played in an evocative piece of music or other such
275
276 Designing Gameplay
examples, but it is not really what we deal with in level design. I am mostly fo-
cusing on the actual creation or recreation or simulation of actual or possible
worlds. Sometimes this is as complete and grand scale an effort as can be seen as
in Lord of the Rings. At other times, it is a small aspect of a world, as in a theatrical
play that takes place in one set. These smaller-scale examples may themselves act
as metaphors for other things, but they still employ the art of world building in a
direct and recognizable manner.
Equally interesting are the efforts to evoke an imaginary world that stands
up to scrutiny and has the power to immerse and delight, simply by being con-
ceptualized in the text. Or to put it in less flowery terms: it is really nice to read
stories set in imaginary or fantastical places, if these places are realized with real
skill and thought. Many readers have lost themselves in the nooks and crannies
of Mervyn Peake’s Gormenghast or the haunting places of Ray Bradbury’s Mar-
tian Chronicles.
It is very educational to see what kinds of choices are made in this field when
it comes to describing what these worlds actually contain. What is put into the
text that makes it so successful?
And regarding the creation of iconic symbols, we have something like Fig-
ure 13.1.
Things like these two examples all function to achieve a similar end: using
world building to express the work’s themes and ideas.
This high level of detail is often needed because the reader is dealing with
unfamiliar territory. Sci-fi and fantasy deal with unknown places, and the re-
quired sense of wonder is hard to achieve without creating a very precise picture
in the mind of the reader.
The use of symbols and icons, though not specific to sci-fi and fantasy, is
especially useful in these genres, since it becomes a shorthand for some concepts
and ideas described earlier. The author cannot keep expressing every bit of detail
in this constructed world. Some of the world’s content needs to be able to func-
tion on the iconic or symbolic level.
2
Description of The Tower of Flints from Titus Groan, available at http://www.goodreads.
com/author/quotes/22018.Mervyn_Peake.
278 Designing Gameplay
Simulations
While the previous example of world building deals with creating new and
imaginary worlds, we also have world-building examples that deal with recreat-
ing worlds or environments as simulations. In this case there is no direct artistic
goal, but an educational or scientific one. In simulated environments, certain
characteristics and processes are examined within the context of a specific for-
mal system. This can be an ecosystem or a weather prediction model or a geo-
logical process simulation. The principle of these kinds of simulations can scale
up all the way to simulations of the universe itself, and can therefore be seen as a
subclass of world building.
Again, because it is impossible to incorporate all aspects of the world into
a created simulation, the makers of these simulations have to make choices on
what to include and what to leave out.
3
Newly commissioned book cover for Penguin Books by artist, Shepard Fairey. George
Orwell, 1984, Penguin Books, London, 2008.
World Building 279
In simulations, what matters most are those factors that determine the accu-
racy and predictability of the data they produce. So for example, when studying
cloud formation above oceans through a simulation, we do not have to include
data on the mating rituals of the fish beneath the waves. The difficulty lies in
deciding what data is pertinent and what data is superfluous, which isn’t always
clear.4. Difficult or not, however, in this kind of world building relevance is a key
concept.
Cinematography
In cinematography we deal with an art form that has experimented extensively
with ways of suggesting and showing a vast array of possible worlds. Few art
forms have become so adept at mixing techniques and methods to portray
imagined worlds, showing detail when needed, yet bamboozling the audience
and suggesting all kinds of implied (but nonexistent) content with smoke and
mirrors.
4
Especially when dealing with chaotic systems in which small factors can have large
consequences. But let’s not go into chaos theory right now.
5
Snopes: the famous myth-busting website. See www.snopes.com.
280 Designing Gameplay
This is a clever use of forced perspective, which is also used to great effect in the
Lord of the Rings movies7 to show the hobbits as being smaller than humans. In
some ways this can be described as a special effect, and to a degree that is all it
is. But on another level, it is way more than that, especially because the audience
doesn’t interact with the scene on that level. Viewers experience the available
information, onscreen visuals and audio, and construct the world in their minds,
following the blueprint of the director and cinematographer. When it comes to
world building in film, this kind of direction occurs all the time. It happens in the
audio cues given to the audience, the cutting of consecutive shots, the framing of
the scene, the content of the dialogue, and so forth.
Theater
Theater is an interesting art form when it comes to world building, since it is
so limited in its available space and time. All action takes place on one stage
(in most cases), and since performances are by definition live, there is only
limited scope for set changes. This is very different from film, for example,
where many locations can be used and meticulously prepared for the best pos-
sible shots.
In most theater productions it is necessary to work with broad brushstrokes.
Is the setting a temple in ancient Greece? One or two foam Greek pillars will suf-
fice. Does the action occur underwater? A blue theater light with some waving
cloth will do the trick. French front in World War II? Use an evocative sound-
track of battle noises and French and German soldiers shouting at each other.
What is key is that theater set designers are able to evoke a whole world with
very limited means, not only because there is only so much that fits on stage or
because set changes need to be quick and simple, but also because it is just more
efficient. Why build a whole temple if the one pillar will do?
Theater set-designers are very good at finding iconic visuals and sound to
transport the audience to where they need to be. The dialogue and acting are
of course of the utmost importance, but intelligent use of props, sounds, and
lighting really places everything in a fully realized world. They serve as symbols
that represent far bigger concepts and ideas, places, and emotions in a way that is
6
“The Plane Truth,” Snopes.com: Casablanca Plane in Great Movie Ride, http://www.
snopes.com/disney/parks/casablanca.asp, 2007.
7
New Line Cinema.
World Building 281
elegant and powerful. The ability to quickly sketch out the core of what matters
is a valuable technique that benefits all kinds of artistic projects.
Even without seeing the images that he accompanies these words with, these
words very effectively describe many of the feelings I have towards level
design.
The almost unthinking dismissal of sequential art as a non-serious art form,
or even less than an art form, is tragic and wrong. Tragic because it denies people
an incredibly rich and dynamic source of worthwhile experiences, and wrong
because the form is capable of so much that it does not deserve to be seen in this
negative light.9
One example of the artistry and power of sequential art comes from its ap-
proach to world building, and especially its expert use of a technique or concept
known as closure.
8
Scott McCloud, Making Comics, Harper Perennial, New York, 2006, pp. 158–159.
9
Just like video games, really.
282 Designing Gameplay
occurred. Somehow the reader has constructed a coherent world view in which
four drawings placed side by side tell a story and give detailed information on
the world in which it occurs.
For example, we know that a little humorous revenge story has unfolded.
We know that the old man got his revenge by scaring the youth with the horn
and placing a banana peel in his path to enact some poetic justice.
All these realizations and connections occur in between the panels, which is
why McCloud has dubbed comics the “invisible art.” Our brain takes informa-
tion from the world (in this case the panels from a comic strip) and reconciles
them by creating cross-connections between the sequential images, thereby
adding meaning and relationships to the events depicted.
The process of resolving these images into a narrative or conceptual struc-
ture that we feel we can understand is called closure. It is one of the most im-
portant processes that an artist needs to understand. If employed well, closure
allows us to do much more with much less, and we can let all the hard work of
building a world in the mind of an audience be done by the audience itself.
we want them to be not; this means that we can tap into this process at any time
we need to.
Theory
To a certain degree much of what we do as level designers constitutes world
building. What we build is a virtual world, a gameplay world, which players
hopefully will spend much of their time in. The least we can do is do our best
to make their stay a worthwhile one. But what does “worthwhile” mean to the
player? And how do we make best use of the things that are or aren’t available to
us in the virtual world we are creating? How do we combine all the gameplay and
story necessities of a game and incorporate them into coherent and rewarding
game levels?
These are all important questions. This chapter will try to answer at least
some of them.
Gameplay mechanics
In this case, when I speak of gameplay mechanics, I mean all aspects of gameplay
mechanics, including character controls, environmental rules, and the physics
against which mechanics are used. Ultimately these are the rules that govern
the player’s ability to act, and are therefore particularly interesting from a world
building standpoint.
13
And a technical design that describes how to engineer the game’s creation and per-
formance.
286 Designing Gameplay
Item Placement
So other than applying the rules of the world and designing gameplay scenarios
or circumstances, what do we place in the levels? What are our building blocks
for level design, and how do they contribute to world building? Since I cannot
describe all the possible content of all the possible levels in all possible games, I
think it makes more sense to point at the consequences of incorporating some of
the more typical types of level content.
14
Well, kind of. In a dark gothic sci-fi/fantasy way.
World Building 287
ous pickups incidentally show that immersion can be quite robust. These items
perform a very important role in a Quake level; they fuel gameplay and help de-
fine the flow through the levels in ways that the player can clearly see. They are
important demarcations of gameplay choices, and their bright and noticeable,
even idiosyncratic, appearance actually helps the play mechanics in a level. Play-
ers don’t tend to mind this too much, probably because they are an accepted
part of the illusion and the players will happily suspend their disbelief in order
to enjoy their benefits.
In other circumstances, pickups can be completely integrated in the envi-
ronment, and can even contribute some functionality of their own. Keys can
open doors; notes can give gameplay hints or background information. What-
ever piece of the puzzle is required to progress in a level, chances are it can be
done through pickups.
Props
Props have their own indirect ways of assisting world building. Generally, a prop
is considered no more and no less than a game object constructed to sit in an
environment. This is generally just for immersive purposes.
However, cleverly used props can do more than window-dress an environ-
ment. They can be made to evoke surprisingly strong emotions and reactions
in a player. Silent Hill 3 and Silent Hill 415 employ a giant pink rabbit that does
nothing in and of itself. Yet its placement and appearance are so disconcerting
that it massively underscores the themes of dread and horror that the game is so
dependent on.
Props can be made to resemble other objects that carry a certain meaning
in the game, in order to attract the attention of the player, or they can tie in to
story events that only take on meaning after the player has learned about certain
events. These may be items left behind by a hastily fleeing group of NPCs, or
items affected by some event in the past or the passage of time, like a corroded
metal toy or an overgrown children’s playground.
15
Konami.
288 Designing Gameplay
If used well, props can have a very powerful impact on the player’s percep-
tion of the world.
Scripted Sequences
Scripted sequences can be seen as the deus ex machina16 of level design. They are
the way in which we can directly influence events in ways that are not possible by
the regular means with which we design our levels. They are therefore very pow-
erful, but it needs to be understood that they constitute a double-edged sword.
Because scripted sequences essentially meddle in the affairs of the player the
level designer has to make sure that they are implemented with great care. If they
are used too blatantly and without care, they can be recognized for what they
are: essentially, a forced experience. This is not always bad, but there are times
when this is inappropriate, or when it takes away from the suspension of disbe-
lief fostered by the level designer. If a rock is scripted to fall down the mountain
every time the player goes past a trigger area, and the player has to avoid being
crushed by it, a problem occurs when the player is killed by that rock. The next
time the same thing will occur, and chances are there will be a sigh and an ac-
ceptance that the world is just smoke and mirrors.
On the other hand, scripted sequences can be extremely helpful in adding
spice to what is basically an automated experience. A level and its players will
run their course according to the basic design that has been implemented. Smart
scripting can bring everything to life by providing detail and character in quirky
or original moments that would otherwise not occur. Scripted sequences can be
devised that are flexible in appearance and occurrence and always feel like fresh
events, rather than seeming premeditated and predictable.
16
“God from the machine.” In classical Greek plays, gods would sometimes resolve a
tricky situation through divine intervention. An actor playing a god (deus) would be
literally lowered onto the stage by a mechanical crane (machina). The term now refers
to an improbable intervention by the author to solve some problem, for example the ap-
pearance of a will in a murder mystery.
World Building 289
Hyper reality
Sometimes we can use symbols and icons, or other representational depictions,
to enhance the player’s perception of the game’s reality to such a degree that we
speak of hyperrealism. Under these circumstances, whether they are symbolic
or representational, they are made to be “more real than real.” Not only do they
resemble real subjects; they also enhance them in subtle ways to make them rep-
resentative of the core meaning of the subject (falsely or not). This may seem like
a strange concept on the surface, but it is in widespread use in art and in advertis-
ing, to name a few examples.
Time to crate
Behold the crate: that most humble servant of level designers. Is there anybody
who plays video games who doesn’t try to interact with a crate on finding one?
Crate usage in level design has become so recognizable that it has been im-
mortalized in satire. The creators of the Something Awful website have decided
that a game’s value can be measured by how long it takes a player to reach the first
crate. This has been turned into a unit of measurement known as Time To Crate
(T.T.C.) The lower a game’s T.T.C., the better it must be.
No book on level design can be considered complete without the inclusion
of this important measuring tool.
Internal Logic
We already know from our chapter on immersion that at times it can be essential
to use a game’s internal logic or game logic to maintain a suspension of disbelief.
Even if something would not be believable in the real world, such as omnipres-
ent magic crates filled with powerups, if explained well and used consistently
290 Designing Gameplay
and appropriately, they can become part of the game’s identity in a way that isn’t
questioned by the player. The advantage of effective world building in this sense
is that it allows the designer to create a much stronger internal logic than would
otherwise be possible. This in turn allows for creating a sort of shorthand with
which the level designer can convey messages to players about the world they are
in or about actions they are supposed to perform.
Set Pieces
Remember that shower scene in Psycho? If you have seen the movie, you will. Or
the scene in Jaws where the big fin first appears in the water? Or how about the
beach-landing scene in Saving Private Ryan?
Of course you do. These scenes are amongst the most memorable ones ever
created for the cinema.
Almost all great movies feature one or more scenes that are more memo-
rable than those in lesser movies. Alfred Hitchcock went so far as to suggest that
this was fundamental to the way he made films. He was known to say that most
of what he did amounts to creating one unforgettable scene, and constructing
a movie around it. Of course there was much more to the great man’s art, but it
is true that nearly all his masterpieces feature one or two pivotal scenes that are
indeed unforgettable.
In earlier chapters we have looked in depth at level design goals. We have
found that it is almost always wise to define a set of requirements before starting
work on a particular level design component. In the case of designing a set piece,
we can often assume that one of the requirements will include the criterion that
Hitchcock has described. It has to be memorable. The way this requirement is
met depends entirely on the game and its mechanics, but nonetheless it would
be nice if the game featured moments that the player will always remember,
hopefully fondly.
Some of these moments will occur without being explicitly defined before-
hand. They can come out of emergent gameplay sequences or stem from the
player’s own imagination. Sometimes, however, we have to set up and design a
World Building 291
memorable set piece ourselves. There are innumerable ways of doing this, and
it is beyond the scope of this chapter to give an exhaustive list. A number of
examples can be mentioned, however. Scenarios like the following are not un-
common:
• against all odds (seemingly insurmountable challenges made possible),
• boss encounters (classic video game convention),
• ambush (sudden intrusion on the player by hostile forces),
• dramatic markers (encounters that carry great meaning in the gameplay
narrative that the player has embarked on).
The level designer needs to read the possibilities of the game to accurately deter-
mine what kinds of gameplay scenarios are most effective as set pieces. This will
be different for each game, and will need to fulfill completely different require-
ments from set piece to set piece.
Relevance
A word of advice on set pieces. Just because you have a chance to go to town on a
specific gameplay scenario and can design everything in it doesn’t mean that you
should make the player’s skills and abilities irrelevant to the action.
Adding Character
Sometimes it pays to add content to the levels that doesn’t necessarily fulfill
an immediate or direct requirement. It is worth considering the inclusion of
content, gameplay or otherwise, that helps support the general effort put into
the level design as a world building exercise. These are not just inclusions that
heighten a suspension of disbelief, but elements that add life and vitality to the
world.
For example, take an exploration platformer. In this genre it is essential that
the player find it rewarding to go off the beaten track and enjoy exploring the
game world. We can assume that this is already covered in a formal way, through
designed gameplay scenarios that make up the gist of the level designs for the
game. However, we can also underline this theme by providing other kinds of
292 Designing Gameplay
rewards and content that add another dimension to the game by enhancing its
character and identity.
For example, a level could feature a number of complex abandoned struc-
tures that contain texts and items that explain a certain amount of backstory to
the player. This can be accompanied by formal awards to be given to the player
as payment for the exploration effort. But it also contains content that greatly
enhances the sense of history and the mood of the environment. It grounds the
game world in a past and tells the player that there are things to learn by explor-
ing the environment. One could even include mysteries that may or may not be
solved,17 but that effectively breathe more life into the game’s character.
Efforts like these are not a luxury or a waste of resources. They are instead
an integral part of making level designs that stand out and are full of character
and identity.
I Interact Therefore I Am
One of the things philosophy looks at is the question of self-definition:
• What am I?
• Where am I?
• Is this place real?
• Are those around me as real as me?
• Does a tree that falls in the wood….?
17
Be careful not to frustrate the player’s expectation, though.
18
Please bear with me. It may sound like I am going on a self-indulgent tangent, but trust
me, it will reach a point that applies to level design.
World Building 293
These can provide endless fun if one is inclined to ponder these matters. One of
the answers to these questions lies in interactivity. We know many things about
the world because we directly or indirectly interact with it on a daily basis. Our
interaction with the world is part of how we define our own existence. Our (inter)
actions show that we do not exist in a vacuum. In other words, there are conse-
quences to our actions:
• Touching fire hurts.
• We can have an impact on other people.
• Planting a seed can lead to a new tree.
We can verify all these things through our interaction with the world. We can with-
draw our hand from the fire, convince a friend that life is worth living, and eat the
apples from the tree we planted a number of years earlier. Importantly, this means
that to some extent we have control over some of our actions, and over their pre-
dictable consequences. This control gives our actions meaning and context.
Meaningful Interactions
Ultimately, our existence and its impact in the world are determined by our sense
of interactivity. In many ways, our existence is a huge feedback system. But this
would still not add meaning to our actions if we did not perceive them to have
the power to change things around us, even if only at a minor level. Actions with-
out consequences exist in a vacuum. They lack meaning, since they have no im-
pact on the world. Most people would agree, however, that we do have an impact
on the world around us, and that our actions are therefore meaningful. This is
observable on a physical level; see the impact humans have had on nature, as well
as on a personal level: for example, in our interaction with family and loved ones.
Like it or not, the way we interact with the world around us is meaningful.
Choice
Logically, if our interaction with our surroundings has an impact on them, this
automatically leads to the concept of choice. If we believe that the outcome of a
situation, or the status of our surroundings, can be altered by our actions, it is
logical to believe that we have a choice in what actions we take to achieve the
outcome we desire.19
19
There are people who claim that nothing we do matters at all. This idea is often derived
from some extreme form of determinism, but I can only say that I disagree with them
on a fundamental level. Which incidentally is a road that leads directly to ethics, but that
goes beyond the scope of this book.
294 Designing Gameplay
This is something that for many people, or even for whole societies, lies at
the core of what it means to be human, and of what our place in the world can
be. We all have to determine what choices to make in life. It is by making those
choices according to whatever personal value or belief system we have adopted
that we give our actions meaning.
Meaningful Choices
Let’s sum up some of the philosophical material we have covered.
We experience interactivity through feedback from our environment to our
senses, which allows us to define ourselves within the context of our surround-
ings. Our actions within our environment have the potential to change things,
and since we have a choice of which actions to perform, those actions can have
meaning.
So what it all boils down to is that interaction is all about meaningful choic-
es20. A conclusion which applies directly to level design, something that will be
explored next.
Mega Tetris
Tetris is one of the best and most successful games ever made. It is hard to find
any designer who would dispute this. If we try to use interactivity as a yardstick
20
As we have been told by Sid Meier already.
World Building 295
for quality, though, we find that the level of interactivity and choice in the game
is surprisingly limited.
In Tetris, the player can only shift, rotate and accelerate falling blocks on-
screen. The feedback the player is given from these actions is limited to seeing
completed lines disappear, or seeing blocks stay where they have been dropped,
a score counter counting up, and the game finishing when the blocks stack up
too high.
There are some further elements of interaction that are less important, but
this is pretty much it. If more interactivity = a better game, surely we can improve
on this simplistic design? Let’s give it a go. Our bigger and better Tetris shall be
called Meta Tetris.
MEGA TETRIS
Perhaps we can add some enemy AI to the game in the form of robots
that randomly shift blocks around in ways that are bad for the player.
These robots can be defeated by crushing them with new special anti-
robot blocks, added to the regular shapes in the game.
Furthermore, it makes more sense if the blocks come from a space ship
that is under the player’s control, possibly a freighter. The blocks are
lowered from the cargo hold, and since the freighter has a mining laser,
the blocks can be shot. Oh, and the robots can be shot too!
The laser uses up energy, however, so this needs to be replenished.
Perhaps this can be done by using the ship’s grappling hook to capture
the energy beings that are released when the robots are destroyed.
The energy beings must be destroyed as well, or they will reach large
enough numbers to merge and form a huge energy cannon that will try
to shoot down the player’s spaceship.
Okay I’ll stop there. Mega Tetris is clearly an abomination of a game. (For those
of you not familiar with the game industry, some suggestions to make improve-
ments to your game will be just as sensible as those made in Mega Tetris. These
will often come from publishers, or even from other colleagues.)
Although this admittedly is not a completely honest attempt on my part to
improve on the design of Tetris, I think it is telling, nonetheless. Mega Tetris fea-
tures a much higher level of interactivity than the original, yet it clearly is a worse
game. What, then, has gone wrong?
21
As reported in Andrew Rollings and Dave Morris, Game Architecture and Design: A
New Edition, New Riders, Berkeley, CA, 2004, p. 61.
22
Also often quoted as interesting “decisions.”
23
To get an idea of the dangers, read Robert Pirsig’s Zen and the Art of Motorcycle Main-
tenance.
World Building 297
tion possibilities that allow for this. Those kinds of actions are meaningful within
the context of that particular game and are desirable, since it is our task as level
designers to present our audience with a game that provides meaningful choices
and interactions.
What follows shows a number of ways in which we can do so.
Interesting Choices
At the most basic level of our level designs lie some very simple choices that we
present to the player, often without much thought and without realizing that
they are choices. If a room has two exits, the player has to make a choice. If an
area features enemy creatures, players can choose to fight them or avoid them.
A pickup can ask if the player wants to replenish his or her health. This is almost
mundane stuff and as a consequence is often not thought about. But by doing
this, level designers miss opportunity after opportunity to make their levels in-
teresting, or at least filled with interesting and meaningful choices.
Let’s look at a very basic but typical scenario: a t-section.
Figure 13.2 shows a simplified layout that presents the player (P) with the
choice of choosing one direction over another. With a bit of investigation, the
player learns that both directions are guarded by an enemy creature (E).
Figure 13.3 shows the same setup, but one direction is more heavily
guarded than the other, and the player can spot treasure pickups behind the
guardians (t).
The first scenario offers an interactive challenge presented as a choice, in this
case one based on engagement with enemy AI. But is it an interesting choice?
What does it matter in which direction the player chooses to go? All the player
knows is what is in front, and in this case the choices are equally good or bad.
This means that they aren’t interesting, but arbitrary.
Figure 13.2. T-Junction with two Figure 13.3. T-Junction with unequal
equal enemies. enemies.
298 Designing Gameplay
The second figure shows the same scenario, but with very little effort, it has
been made intrinsically interesting. First, the player is shown that there are dif-
ferent enemy encounters to be engaged in, depending on the choice. This is in
itself not that interesting; most players would pick the easy enemy. However, the
player is also shown an alternative reward that is based on what is chosen.
Now the player has to make a judgment call: risk more for a bigger reward,
or risk less for a small one. This IS an interesting choice, and one that ties in to
all kinds of considerations that the player has to make. How much health does
the player have? How well armed is the player? How did the player fare last time
against enemy one, as opposed to enemy two? And so on.
If we always ask the question, “Is this an interesting choice?” we can trans-
form the most basic and mundane gameplay scenarios into interesting ones by
providing meaningful interactions.
Meaningful consequences
The above scenario with the two directions shows an example of consequence.
Engaging in combat with one enemy over another will yield a different re-
ward, in other words a different consequence. Consequences themselves can
be meaningful as well and can therefore greatly add to the quality of the level
design.
The interesting choice presented in the second figure shows two awards that
the player can earn: one of 100 gold pieces and another of 10. But what if the
player already owns 100,000 gold pieces?
Formal Rewards
By formal rewards24 I mean in-game, tangible rewards, like gold coins or pickups,
not abstract rewards like “a sense of achievement,” although rewards of that kind
are of course essential. What I am talking about is simple interactions leading to
direct rewards. Destroying a crate will yield a powerup, killing a baddy makes the
baddy drop the loot, opening a chest will give the player treasure. Video games
are littered with gameplay of this sort. Reward dispensers like this are extremely
easy to implement, which explains some of their popularity. They provide a way
for level designers to hand out rewards in places they find appropriate. Players
understand the convention perfectly, which makes it a favorite tool. Addition-
ally, it is just fun to interact with of one of these reward dispensers and see what
you are going to get.
24
Yes, I made that term up, as well.
World Building 299
Exploration
Sometimes the simplest and most rewarding interaction with an environment
comes from enjoying it by traveling through it. In other words, exploration can
be a meaningful interactive activity. Uncovering the joy of new environments
works as a reward in its own right. This hints at certain lessons that need to be
learned when one creates levels that have to foster enjoyable exploration. Un-
locking a new level area should not be a punishment. Allow the player time and
safety to really enjoy and benefit from the exploration. This will make it much
more likely that the player will want to keep on exploring.
25
See, for example, the concept of operant conditioning.
300 Designing Gameplay
classical narrative and asks the designer to construct an experience that is deep
and immersive and holds up to scrutiny when thoroughly explored by the player.
It deals with the rules of the world, as well as the details in the world. It demands
a consistent and intelligent stance on a level’s interactive elements and the way
in which we populate it with AI inhabitants. Finally, it gives us a framework in
which we can explore the exploration of the world we have built, and the way in
which this exploration can be enjoyed.
World building overlaps most aspects of level design. While the two are not
the same thing, level design can be greatly helped by an understanding of the
world building needed to make it effective.
Practice
Game Genre
This technique is suitable for most games.
Goals to Achieve
• Link the rules of the world to level design scenarios.
• Emphasize the coherence of the levels through internal logic.
• Apply consistency to internal logic so the player can formulate their own
mental map of the rules of the world.
Description
(Example type: General)
Level designers can manipulate the player experience by interpreting the game
rules that are defined in the game design. This is an essential part of what we do,
World Building 301
and something that is required for all levels. We can expand on this, however, by
interpreting these mechanical rules by trying to formulate an internal logic that
can be interpreted by the player. Indeed, sometimes we can create internal logic
by bending the mechanistic game design rules to fit our level design goals.
For example, if the game design rules spell out that the world uses a predict-
able gravity model, and that falling objects do damage to what they land on, then
it is very easy to take that and create an internal logic that the player can have
great fun with—especially if we help this along by making sure our levels feature
many opportunities for the player to drop things on targets, like enemies or pres-
sure plates, or whatever else would benefit the player.
It is important to make the distinction between mechanistic rules and in-
ternal logic as the latter is the one that the player is aware of, while the former is
the one that the level designer is aware of. Within the framework of world build-
ing, this gives us an opportunity to create levels that incorporate and interpret
the rules of the world and apply them to, or utilize them alongside, consistent
internal logic. The result is a coherent, deep, and detailed gameplay environment
for the player.
This principle goes beyond the literal nature of the gravity example I have
given.
Fabricated internal logic. I’d like to give an example of internal logic that
has to be created by the level designer, which through consistent appli-
cation in a level becomes part of the rule set of the game in the mind of the
player.
In a game based on athletic ability, like a platforming game for example, we
often motivate the player by showing them hard to reach areas and enticing him
or her to somehow find a way to reach those areas. We can apply a consistent
internal logic to these challenges that adds to the understanding of the game for
the player. To do this we define our own level-design-based logic rules. Let’s take
a 2D platform game set in a sci-fi environment:
Internal logic rule 1. If the platform is far away, floating out of reach of every-
thing, the player has to perform a task, possibly locate a switch, for it to float into
a position where the player can reach it.
Internal logic rule 2. If the platform is close to other platforms, then the play-
er can get to it by conventional means—possibly by jumping on the heads of
enemies in a timed sequence, or by dropping onto an adjacent platform from
above.
If we show the player these two rules consistently early on—for example, by
making sure that early examples are all solvable within the same screen, and only
302 Designing Gameplay
All levels do this to some agree, but if we plan these things out beforehand, or
at least think about the possibilities this offers to create interesting content, our
levels will end up more interesting and coherent.
Further Notes
Internal logic can also be abstract, or surreal, or even humorous. Imagine a run-
ning gag in a game, or disturbing visions being the result of specific actions.
There is plenty of new ground to be covered in this area.
Game Genre
This technique is suitable for non-abstract games.
Goals to Achieve
• Perform effective world building.
• Maximize the use of art assets in the process.
Description
(Example type: Original)
Implied detail. We can add greatly to the perception of detail in a level by in-
cluding detail that implies further content, without the level designer having to
World Building 303
create it. This technique is based on the idea that if we add this detail in strategic
ways and places, the players will assume this detail exists throughout the levels
and the game in general.
Take, for example, a window that looks out onto an alley. The player can’t
get to it, but he or she can see a number of details from their viewpoint. These
details can be of such a nature that they imply additional content and detail just
out of view. Here are some examples:
• a street sign that lists a multitude of other street names,
• an opposite building with a window that can be peered into,
• street sounds,
• posters detailing other events in the game world like concerts or political
rallies,
• weather effects.
All these things point at a much more detailed and larger environment, full of
variety and life. Yet, the level designer only has to include a few assets to create
this perception—parts of a building, signs, sound—and the player will reconcile
these hints at other things into a mental image of an environment that is detailed
and robust.
Further Notes
These are just some examples but it should be clear that the actual us-
age depends on the detail that the level designer wants to imply. This
will be different for all games, but the principle is clear and easy to
reproduce.
Game Genre
This technique is suitable for most games.
304 Designing Gameplay
Goals to Achieve
• Make the likelihood of interesting gameplay choices part of the world
building process.
• Do this with a minimum of necessary variables.
Description
(Example type: Existing game/general)
When we create a level, we can ask of every gameplay scenario that we create
that it presents a meaningful and interesting gameplay choice to the player. This
is the basis of much of our design work. We can, however, also ask this same
question of the level environment itself. The structure and fabric of the world
we build can ask these questions on its own, if we design it with such goals in
mind.
Dyson’s built-in, meaningful choices. I have used this principle extensively
in the game Dyson26 for which among other things I did most of the design. In
Dyson the environment consists of asteroids that contain resources and can be
conquered by the player or by opposing AI teams. These resources are repre-
sented by energy, strength, and speed attributes, and these differ from asteroid to
asteroid. These resources are mined and used to create the game’s units, which
are exploration and conquest entities that the player can use to conquer more
territory and attack opponents. A key part is that seedlings produced on aster-
oids take on the resource attributes of that particular asteroid, which defines
their capabilities. So, a seedling produced on an asteroid rich in strength and
energy but poor in speed will produce units that are good at fighting and very
durable, but are very slow movers. This will have consequences on their chances
of success when engaging with opponents or navigating and interacting with the
level space. Levels are built in such a way that there is a rich variety of asteroids
of varying sizes and consequently of very diverse attribute composition. Within
these asteroid fields key details are built in, for example, to do with enemy place-
ment, optimal routes, and asteroid distribution.
Taking these things into account shows us that the level design has incorpo-
rated a style of world building that maximizes the chances of meaningful game-
play choices.
We have simple parameters incorporated into the level itself, and they pro-
vide constant choices on immediate gameplay consequences and actions:
26
www.dyson-game.com. Developed by Alex May and Rudolf Kremers. Music and audio
by Brian Grainger.
World Building 305
Further Notes
This is a technique that is extremely useful in games where we would like to
encourage emergent gameplay. Sandbox games are especially helped by this,
since they need by their very nature to be engaging at a fundamental level. And
that means that the world building aspects of sandbox levels are fundamental
to the success of such games. The game world itself needs to support interesting
choices.
Puzzles
14
W hy do we enjoy puzzles so much? In almost all cases, puzzles are not
real and do not offer a direct benefit. They are often taxing and require a
serious amount of concentration. They can cause severe frustration, even anger.1
You would expect that people have better things to do with their time.
Yet playing with and solving puzzles is a human activity that people are en-
gaged in all over the world. Some puzzle types seem so universal that they pop up
and are understood within societies that culturally could not be further apart.
Pretty much all types of puzzles present the player with a challenge. They
have a solution or require a certain strategy, or a particular skill, in order to be
completed or at least enjoyed.
In many ways they behave exactly like games, in fact, quite often puzzles are
classified as games.
Concept
• a termite hill,
• a length of rope.
All items are to be used to obtain water.
This sounds like a typical non-realistic, arbitrary puzzle scenario. It could
have appeared in one of many of the classic point-and-click adventures of the
past, like Escape from Monkey Island or Sam and Max Hit the Road.”
Strangely enough, it is in actuality a real-world puzzle of survival that is faced
by the bush people in the Kalahari dessert. I once saw a documentary; I think
it may have been called Animals Are Beautiful People, which features a scene that
has stayed with me all my life. It shows how some Kalahari bushmen have found
a solution to the problem of finding enough water to survive.
The documentary includes a scene where one of the bushmen plays with a
bit of salt in front of a monkey. The monkey, curious and fond of salt, becomes
extremely interested. When the bushman is secure in the knowledge that the
monkey is interested, he walks up to a termite hill. He finds a cavity in the hill
just large enough for his hand to enter, and drops the salt inside. He then walks
off, out of the monkey’s view.
The monkey can’t contain itself. When it thinks the coast is clear, it quickly
runs up to the termite hill. It finds the cavity that holds the salt and grabs it tight-
ly in its paw. But the entry hole is too narrow for the monkey’s fist, as long as it
is holding the salt. Until it lets go, it is trapped. But stubborn as it is, the monkey
will not relinquish its prize. At this point, the bushman comes out of cover and
quickly approaches the monkey. Although it could easily escape, it keeps hold-
ing onto the salt and is easily captured.
In the next phase of this strange plan, the bushman tie the monkey to a
stake, but lets him keep the salt. Sure enough, the monkey starts licking it. Since
the monkey has been tied down in the hot sunlight, it soon becomes extremely
thirsty. At this point the bushman releases the monkey, who immediately shoots
off, closely followed by the man. The monkey runs straight for a hidden reservoir
of water.
bine charcoal and bird droppings to create gunpowder and blow the lock with a
small controlled explosion2 (or some equally fascinating solution).
A certain amount of lateral thinking is needed to come up with the solutions
described in the previous section. Although the examples seem far-fetched and
irrelevant to most of our lives, it’s true that we engage in this kind of puzzle solv-
ing. Or at least, we use the same skills and processes, on a very regular basis.
The Kalahari Bushmen and MacGyver examples present exaggerated exam-
ples of the use of the problem solving skills I am talking about. Nonetheless, they
showcase a very real phenomenon, that human beings are very good at making
cross connections and seeing relationships that are not apparent on the surface.
This is key to problem solving in general:
Although all problem solving relies on a largely shared cortical network,
the sudden flash of insight occurs when solvers engage distinct neural
and cognitive processes that allow them to see connections that previ-
ously eluded them.3
And if we can use these abilities to solve survival problems, we can also use them
in other situations that require problem solving.
Survival skills
As we have seen with the purpose of “play” in general, it is not unreasonable to
make a connection between survival and training for difficult challenges through
the use of puzzle play. We can greatly improve our chances of survival by training
our mental and physical abilities by training our puzzle-solving skills.
Let’s look at some typical skills associated with solving puzzles or problems:
• pattern recognition,
• lateral thinking,
• hand-eye coordination,
• abstracting/conceptualizing a problem,
• memory usage.
There are many others.
All of these can come into play even when we are confronted with very mun-
dane or simple puzzles, such as jigsaw puzzles or skill puzzles. Nonetheless, all of
2
Gripping stuff !
3
Mark Jung-Beeman, Edward M. Bowden, Jason Haberman, Jennifer L. Frymiare,
Stella Arambel-Liu, Richard Greenblatt, Paul J. Reber, and John Kounios, “Neural Ac-
tivity When People Solve Verbal Problems with Insight,” PLoS Biology, http://biol-
ogy.plosjournals.org/perlserv/?request=get-document&doi=10.1371%2Fjournal.
pbio.0020097&ct=1, 2004.
310 Designing Gameplay
these are important abilities, and must be trained and sharpened throughout life.
Realizing which of our abilities and senses are used the most when we engage
in problem solving is very helpful. It can add to our understanding of creating
puzzles and is therefore useful within a context of level design.
Concept Summary
Puzzles provide a safe and controlled way of testing one’s skills and abilities in
very specific and precise ways. They can be started, restarted, or abandoned with-
out serious consequences to the person involved. Because of the playful nature
and the fact that they use formal rules, it is fair to say that puzzles provide an-
other form of gameplay, or at least are a subset of the “play” family of activities.
They can also be incorporated in the kind of teaching gameplay we talked
about in Chapter 2, where we saw that they can provide a number of very impor-
tant and specific functions.
Theory
The list of puzzle types is endless: block puzzles, pattern puzzles, skill puzzles,
mechanical puzzles, door and key puzzles, pressure plate puzzles, and so forth.
The level designs of most games littered with different types of puzzles. Some
puzzle types are well known outside of video games, while some others are
unique to the form. But why are they so ubiquitous? Why are they so useful
that level designers keep using puzzles, game after game? Why do people enjoy
engaging in puzzles?
It is clear that puzzles provide some very useful functions, or their usage
wouldn’t be so enormously widespread. This chapter will list a number of rea-
sons why, and ways in which, their useful qualities can be maximized.
Dangers
It is very dangerous to make these kinds of skill gates absolute. Players may not
be able to grasp a certain skill or may be made to feel inadequate if the difficulty
of the puzzle is misjudged. If at all possible, allow for multiple ways to solve the
progression puzzle, or allow the difficulty level to decrease as time passes.
In addition, we must be careful not to abuse gateway puzzles and create ex-
cessive or arbitrary requirements of time investment for the player. There are
312 Designing Gameplay
serious issues in many games with so-called fetch gameplay, or what I term col-
lectathons.
Fetch gameplay is a situation in which the player’s progress is frustrated at a
specific physical location in a level and the player is told to go find certain items.
Within reason, this kind of gameplay is fine, but often we see that the level dura-
tion is padded out excessively by blatant fetch quests that don’t add anything to
the experience. A clear sign that a level design is weak is when one fetch quest
triggers another, with little difference between the two except for the name of
the item that must be collected.
Fetch gameplay can turn into a real nightmare when misguided level de-
signers suddenly realize that they can ask their players to fetch not one, but
many, items before progressing. Even that is not necessarily wrong if it fits the
goals and motivations that are carefully fostered in the player. But this is so
easy to misjudge that designers need to be very careful about employing such
methods.
Puzzles can be used for all kinds of tests. They can function as benchmarks or
bottlenecks or exams, among many other applications.
In some ways, games are like schools, teaching us gameplay (survival)
skills, where the level designs are the curriculum, and puzzles are some of
the questions being asked in exams and tests. (And the level designers are
teachers).
Although this comparison is slightly strained, it is nonetheless a useful one.
We need to make sure that we provide a good environment for teaching and
learning, and that the curriculum covers the right building blocks for future les-
sons. It needs to be fun to learn.
We have seen that these properties mean that puzzles can be used as a for-
mal testing device, but it is also good to note that this means that they can con-
vey or receive information.
Puzzles 313
For example, the puzzle may teach the player a new way to use a weapon or a
handy item.
Subtle as this technique may be, it can really pay off to have a good look at
ways in which you can communicate important information to the player, as this
is one of the key tasks that a level designer has.
5
Raph Koster, A Theory of Fun for Game Design, Paraglyph Press, Scottsdale, AZ, 2005,
p. 40.
Puzzles 315
Gameplay Puzzles
Sometimes it is useful to see typical level design tasks in a different light in order
to keep their application fresh and inspired. Within this context, I can recom-
mend applying some of the subject matter discussed in this chapter to formally
designed gameplay scenarios. Many level designs feature detailed and contained
game-play scenarios that have a number of specific ways in which the player can
tackle them. It is perfectly reasonable to see these encounters as puzzles, and to
then try to apply the positive applications of puzzle design to these situations.
build all this detail into the world and in many cases the player whiz-
zes through it at a breakneck pace. Puzzles and “Downtime” are like a
sorbet in a multi course meal, in that they allow the player to better ap-
preciate whatever action comes next. Without those pacing contrasts,
everything becomes a numbing blur of relentless action, which winds
up being fatiguing and not fun after a while.6
If used in this way, puzzles become a useful modular gameplay object, where the
precise nature of the puzzle is less important than the content of the puzzle itself
(within reason, of course.)
Theory Summary
Puzzles are an enormously helpful tool for level designers. Players are already
familiar with their use on a fundamental level, including the training and testing
of important survival skills or as part of enjoyable activities. In some form or
another, we engage in puzzles on a nearly daily basis.
The diverse ways in which they can be used in level design reflects this fact.
Puzzles are useful for testing player skills, providing a chance to interact within
the game world, influencing the pacing of a level, or providing enjoyment on
their own accord.
Puzzle gameplay is fundamental to level design. Indeed, entire games have
been based on puzzle gameplay. It is therefore very useful to build up an arsenal
of techniques and methods with which to incorporate them into game levels.
The next chapter will show very practical ways in which this can be done.
Practice
on a wider level, by providing information about the game world to the player in
the process of solving the puzzle.
Game Genre
This technique is suitable for games that allow the player to explore a representa-
tive game environment and gather information.
Goals to Achieve
• Design and implement an original puzzle.
• Increase the player’s knowledge of the game world.
• Deepen immersion and world building.
Description
(Example type: Original)
Investigative puzzles are puzzles that require the player to investigate their envi-
ronment to solve a puzzle. This can apply in many diverse ways, depending on
the specific circumstances of the game.
Examples can be given where the puzzles are part of the challenges incor-
porated in the actual environment: In an exploration game, the player may need
to investigate the behavior of certain creatures to get past them. In a crime ad-
venture game, the player may have to find certain written facts spread through
various written accounts located in the game, perhaps to be able to open a safe.
A fantasy game may require the player to find a specific mix of herbs in order to
create a specific spell that allows the player to proceed.
Other examples can consist of actual formal puzzles, encountered in the
game. This occurs frequently in survival horror games, as they have become a
convention of the genre. With these kinds of games, nobody will bat an eyelid to
find a puzzle box that requires a series of passwords to be entered in the correct
order, or some other fairly contrived puzzle construct. The correct words and
order of words may only become available if the player investigates and learns
about the game’s back-story.
What matters most in all of these examples is that the process of solving
these puzzles is not one that occurs in isolation of the rest of the level. If done
well, they are in fact deeply integrated and can be used with great effect to teach
the player all kinds of extra information about the level or the game as a whole.
A level designer can construct investigative puzzles in a variety of ways, but
it helps if they create a mental map of what it is they are doing. Generally these
puzzles are made up of a number of parts:
318 Designing Gameplay
Further Notes
Investigative puzzles offer much to level designers, because they incorporate the
level as a whole. It provides the player with a deep and immersive context from
within to explore their skills as well as the level’s content, and—despite its con-
structed nature—it can provide a natural pretext for gameplay.
Game Genre
This technique is suitable for all games that employ puzzles.
Puzzles 319
Goals to Achieve
• Test if a player has acquired a specific skill.
• Teach the player that skill if they haven’t acquired it.
• Do this as an optional gameplay encounter.
Description
(Example type: Original)
If a level wants to check if a player has obtained a specific skill, and wants to pro-
vide an incentive for the player to lean it if necessary, then the level designer can
formalize this into a puzzle design.
The puzzle’s solution is only viable by the application of a specific skill, and
the puzzle itself provides the teaching mechanism to acquire that skill. Let’s take
as an example a gameplay scenario where the player can see an award, but is pre-
vented from accessing it unless they solve a puzzle. This can take place by show-
ing the player a locked treasure chest, protected by a complex locking mecha-
nism that consists of words that need to be aligned in an order that spells out
a specific sentence. The problem is that the sentence is written in an encrypted
language. The player needs to learn how to decrypt the language, and then sub-
mit the correct answer in encrypted form.
Let’s say that in our example the player once again has to input correct num-
bers. There are 4 slots, and two of them are already given:
Input: 15 / 16 / – / –
The player may find out through hints that the first two digits stand for O and P,
which gives the player the following sequence:
Input: 15 / 16 / – / –
Translation: O / P/ – / –
Through logic reasoning, or through trial and error (or both), the player
should be able to figure out that the numbers apply to the positions of the
letters in the alphabet, and that the correct word/number sequence spells
“OPEN”:
Input: 15 / 16 / 5 / 14
Translation: O / P/ E / N
When successful the player will not only receive the contents of the treasure
chest as a reward but will also have acquired the ability to decipher similarly
encrypted text throughout the game, which can provide additional gameplay for
future level design scenarios.
320 Designing Gameplay
Further Notes
Please don’t use this example literally unless appropriate. It has been used many
times in the past and has become a cliché. I only used it as it provides a good
demonstration of the principle.
Game Genre
This technique is suitable for all games that employ puzzles.
Goals to Achieve
• Take control of the pacing in a level.
• Create a puzzle situation within a gameplay scenario.
• Tie various aspects of the puzzle to changes in level pacing.
• Let the player feel like he or she is in control of pacing choices.
Description
(Example type: Original)
Laser fence dilemma. Imagine a situation where the player is in trouble be-
cause they are accosted by an ever-larger group of enemies, perhaps an ever-in-
creasing zombie horde. Eventually the player has no choice but to run for safety
and ends up racing into an abandoned prison complex. The player is just able to
activate its defenses before the zombie horde gains entry. The defenses consist
of a fence made up of four laser beams that repel anybody trying to enter or leave
the complex. The player is now safe, but also trapped. The same laser defenses
also lock a number of zombies within the compound. The player has to figure
out how to disable the lasers, yet doing so will unleash the zombies, both in the
Puzzles 321
compound as well as eventually the zombie horde outside. In effect, the player
has to solve a puzzle.
We can break this situation down into sections (sub-puzzles) where the
player needs to figure out how to disable all four individual lasers one by one. In
addition, we show the player a series of weapons lockers with clearly visible, use-
ful weapons or items, protected by individual laser beams that correspond with
those in the fence. Disabling one laser means unlocking a new weapon locker,
containing weapons or items that allow the player to deal with the unleashed
zombies.
It is now up to the player to decide which lasers to disable first and when to
do so. In practical terms, the pacing of the setup is in the hands of the player, but
with moments of actions when the player has to act and accept the consequenc-
es of their actions. Eventually a choice has to be made when to disable the final
laser, which makes the entire fence disappear and lets in the zombie horde.
Further Notes
The specific solutions in this scenario don’t really matter that much, that will
be up to the level designer based on the circumstances of the level or the game
he or she is working on. What is key to this setup, however, is that the level de-
signer has a number of great opportunities to affect pacing , while leaving the
final choice with the player.
Artificial Intelligence
15
A s noted earlier in this book, it is clear that interaction with artificially in-
telligent agents in levels is an important factor in level design. This is a
statement that is easily made, but the implications of that statement are not as
easily grasped. What do we actually know about Artificial Intelligence? It is an
incredibly rich area of scientific and academic interest, to the point where it has
spawned whole new areas of research and application. Before we can talk about
formulating theories and techniques for implementing level-design interactions
dealing with artificial intelligence, we should have a look at the field as a whole.
Concept
True AI
First there is the romantic notion of scientists finding the magic spark necessary
to create a truly intelligent self-aware artificial life form. This is quite close to the
concept of artificial life, and it is an attempt to solve all the problems of artificial
323
324 Designing Gameplay
intelligence in such a way that the outcome is a creature or construct that pos-
sesses actual intelligence. This kind of AI covers the popular meaning of the term,
and as such it frequently pops up in films and books and other popular media.
However, it is just a subset of the field as a whole, along with many other areas of
AI that are equally relevant to the concept.
Limited AI
Then there are the myriad attempts to create or simulate aspects of intelligence
or life, and ways to improve on them. This in reality is where most of the focus
of current AI work can be found, be it in academic, commercial, or even military
terms. This area suggests that perhaps we cannot create true AI at this point in
time, but we can work on all the individual requirements that have to be met
for it to work in the future. This chapter will show that surprising advances have
been made in that respect.
Focus
There are many aspects of AI that are of immediate consequence to the general
subject matter of this book. Specifically, there are areas of AI that deal directly
with the same issues as those that level designers deal with when implementing
AI in their levels. In fact, game AI is a respectable field in its own right, even
though others don’t always acknowledge that.
So, to avoid getting lost in the immensity of the fields of AI research and ap-
plication, I want to highlight some specific areas that I feel are most relevant to
level design and game AI, starting with the infamous Turing Test.
lead many people to an approach where they try to create machines that display
behavior that is indistinguishable from that of human beings.
Talking Machines
One of the directions in which to take the Turing Test is to create machines with
the ability to converse believably with human beings. The best test for this con-
sists in creating a situation where the AI converses with a human being with-
out the person being aware that the conversation partner isn’t human. This may
seem like science fiction on the surface, and indeed the whole quest for AI has
the ring of the impossible to it, but this has never stopped people from trying. It
is remarkable, therefore, that with regard to the above version of the Turing test,
scientists have achieved very good results relatively easily.
Eliza
To some degree this feat has been performed many times already, sometimes to
the dismay2 of researchers. An early example of this is creation of Eliza by Joseph
Weizenbaum at the Michigan Institute of Technology in 1966. Eliza is a com-
puter program that masquerades as a psychotherapist. People can talk to her via
a computer interface, typing out and reading questions and answers. I had a chat
with “her” myself and this is what came out of it:
>> Hello.
How do you do. Please state your problem.
>> I need to finish writing my book on level design
Your book on level design ?
>> Yes, I am currently writing about artificial intelligence
You seem to be quite positive.
>> Well, yes. I hope it will be of use to many people.
You are sure.
>> I can hope!
You say you can hope ?
>> Yeah, one can never be sure with these matters.
But your book on level design .
>> Yes sorry I got distracted. I need to know more about you Eliza
I see.
>> I hope you don’t find it rude if I ask you if you are intelligent?
(From a java applet that faithfully reproduces Eliza’s code here: http://
www.chayden.net/eliza/Eliza.html)
2
Dismay at the gullibility of human beings.
326 Designing Gameplay
I won’t reproduce our entire conversation, but while playing the role of
somebody who could not have known3 that Eliza was artificial we kept up the
conversation for a while. Not bad for a little program that does some simple lan-
guage parsing based on a parody of a psychotherapist’s conversation style.
It is fairly successful because the psychotherapy setting creates patterns of
expectation that enhance the validity of certain answers. Normal conversations
may not go like this:
>> Hello.
How do you do. Please state your problem.
>> I am anxious.
Is it because you are anxious that you came to me ?
>> Yes, I am told you can help me
You seem to be quite positive.
>> Well, maybe on the surface, but I am quite sad
You don’t seem quite certain.
>> Ok, well I am really quite sad.
I am sorry to hear that you are sad.
>> Can you help me?
You believe I can help you don’t you ?
>> Yes, that is why I am here!
As long as the fiction of the session doesn’t get too disturbed this seems a re-
markable success. It is easy to be fooled by this conversation as the answers con-
form to the expected response from a real psychotherapist. Now this may not
be a very good indication of actual AI, but it is a startling demonstration on the
tendency of people to make sensory input fit their patterns of expectation. The
brain is quite happy to gloss over discrepancies to a certain degree. It will only
go so far however.
>> Hello.
How do you do. Please state your problem.
>> Eliza please explain to me how you work.
Why do you ask ?
>> Because I am writing a book about level design and a chapter in it is
about the Turing test
Is that the real reason ?
>> Yes
You seem to be quite positive.
>> That is not relevant
I’m not sure I understand you fully.
3
Which I think is respectful of the true spirit of the test.
Artificial Intelligence 327
>> Can you explain how you convince people that you are intelligent?
You believe I can explain what I convince people that I are intelligent
don’t you ?
>> That sentence makes no sense
Are you saying no just to be negative?
>> What?
Does that question interest you ?
>> You don’t seem intelligent to me
Why do you think I don’t seem intelligent to you ?
As willing as the brain is to help the illusion along it still doesn’t take much for it
to shatter completely. Huge improvements have been made however since Eliza
was created in 1966. Today’s “Chatterbots” are employed with serious levels of
success in all kinds of settings.4
The original Eliza was still a huge success in its own right, to the point where
professor Weizenbaum was so disconcerted by the ease with which it was pos-
sible to fool people that he spent a considerable amount of time exploring the
subject from different angles. Amongst other things this led to his book Comput-
er Power and Human Reason: From Judgment to Calculation in which he further
examines the tension between the mechanical and human elements within this
field.
Despite Eliza’s tendency to fall over fairly quickly when approached out-
side of its limited area, it is still a shocking success that has led many people to
re-examine their relationship towards AI and human beings’ reactions to (semi
intelligent) machines. The conclusion remains that it is relatively easy to con-
vince people, or rather to fool people, to a certain degree, that the entity they are
dealing with showcases intelligence it does not actually possess. As we have seen
throughout this book, the mind fills in the blanks, which is a phenomenon that
can both enthuse and scare, depending on its implementation.
Independence
To avoid the intelligent machine going off the rails completely, a certain amount
of independent reasoning is required. It has often been argued that for real artificial
life to be convincing, it as to have the ability to act independently of its creators.
Whatever application or future there would be for an AI construct, it would be
much enhanced if it could still function independently, especially if some kind
of intelligent reasoning is part of the process. Independence of this kind been
approached by some of the most famous thinkers of the last century.
4
See Simon Laven’s website dedicated to chatterbots: http://www.simonlaven.com/.
328 Designing Gameplay
Freeman’s Astrochicken
Another famous thinker and mathematician who has contributed to related
areas is Freeman Dyson. Professor Dyson’s work has been as influential as von
Neumann, and the breadth of the subject matter he has written about is impres-
sive. He is mostly known in popular circles for the concept of Dyson spheres,6
but the concept most appropriate to this chapter is his imaginary Astrochicken.
This is a theoretical space exploration robot that takes the concept of von Neu-
mann’s self-replicating automaton and places it in the context of space explora-
tion. Astrochicken is a small spacecraft that hatches from an egg laid in space by
a regular spacecraft. It then develops extremities that help it gather solar power
and uses this to travel to explore planets and other celestial bodies of interest. It
would even have the ability to take “nutrients” from any atmosphere it would
encounter in order to stay operational.
The point of Astrochicken isn’t just that it can act independently of its hu-
man creators, but that it can flourish and explore for a reason. It is given a goal,
a purpose in life for which to use its intelligent attributes. Were one to observe
a colony of space chickens of this type, one would see an independent society of
at least limited artificial intelligence. This independence matters greatly, as it is
needed in situations where the machines have to act autonomously.
5
Specifically, the field of cellular automata.
6
Dyson Spheres are a theoretical concept. They describe a sphere surrounding a solar
system in order to harvest the star’s energy in an efficient way.
Artificial Intelligence 329
Mechanical Life
“The incredible adventures of Astrochicken in space!” is a fascinating concept, but,
as already noted, it is also purely theoretical. Where are we now then when it
comes to the actual construction of artificially intelligent machines? Have we
made any serious steps towards this goal?
Figure 15.1. Jaques Vaucanson, Canard digérant, from Le monde des automates
(1928).7
7
“A postulated interior of the Duck of Vaucanson (1738–1739) by an American ob-
server,” Wikipedia, http://en.wikipedia.org/wiki/Digesting_Duck, 2009.
330 Designing Gameplay
Robot Toys
Space machines are impressive pieces of engineering, but they are incapable of
convincing anyone on a level of human interaction. Surprisingly, we have seen
some impressive results in that area in the form of everyday commercial endeav-
ors, namely advances in the toy industry. The clearest example of this can be
found in robot toys, which combine sophisticated robotics, rudimentary AI, and
human psychology. Much can be learned about human behavior by studying the
successes in this area, and the ability of some of these toys to create feelings of
empathy in the people who interact with them.
Sony’s AIBO (Artificial Intelligence Robot) is quite capable of generating af-
fection, even though it is not convincing as a dog. Furby and Pleo are two further
examples that create serious amounts of empathy, especially from children.
Furbies create a mystique of their own through their non-human language,
Furbish, and are cuddly to the touch. They imitate several human emotions and
can converse with other Furbies. Pleo is shaped like a dinosaur, is capable of
some surprisingly lifelike movement, and reacts to being petted and stroked.
Both robotic toys are commercially very successful. Although nobody will mis-
take them for true life forms, they nonetheless make people react to them as if
they were alive.
Having recognizable emotions or shapes that create certain expectations (if
it looks like a duck and talks like a duck) has once again shown to be a potent
means to convince people of intelligence where there isn’t any.
8
It is by definition the unknown; at best, we can expect the unexpected.
9
See http://www.beagle2.com/index.htm.
Artificial Intelligence 331
As before, however, the visuals or the setting can only take the illusion so far.
Eventually, real life will create a scenario that intrudes on the believability of the
construct and shatter the illusion of intelligence. And therein lies an interesting
proposition: if real life causes the illusion to break, why not remove it as a factor
entirely? Why not create virtual life?
Virtual Life
There is a way of getting around many of the bothersome engineering prob-
lems encountered in the physical construction of artificial life. We can create a
world that is predictable and completely controllable by its makers. We can even
change the rules of the physical universe and write our own laws that govern
our environment. This is done through the creation of computer-based virtual
worlds, and as a logical extension, virtual life.
Tierra
The field really took off in the early nineties, when people were starting to use
similar approaches from different viewpoints, aided by faster and more accessible
computers. A notable and influential example is the work done by Thomas Ray,
an ecologist who became frustrated with traipsing through rainforests to study
evolution and ecological systems. He decided to create a computer program,
which acts as an ecosystem for artificial life forms and incorporates enough at-
tributes and environmental data to form a basic Darwinian system. The program
he wrote is called Tierra,10 and it can be downloaded and run to this day. Tierra
is not much more than a program that allows virtual creatures to live, die and
replicate, with mutations, in computer memory.
10
See http://life.ou.edu/tierra/.
332 Designing Gameplay
Karl Sims
Another good example of evolutionary biology and AI meeting in virtual life
simulations is to be found in the work of Karl Sims. He has created a number
of Darwinian “contests”12 for virtual creatures, where they are placed in a vir-
tual environment and programmed to compete with each other for certain re-
sources or abilities. For example, two creatures on land (including gravity and
friction) have to compete to get to a block of “food” as quickly as possible.13 The
winner gets to evolve to a next generation, thus being rewarded for being fitter
than its opponent. Sims’ creatures use a virtual brain of sorts, and virtual limbs
and muscles that are subject to a process of evolution to define their shape. The
resulting creatures are fascinating to behold. Not all evolved creatures end up
11
“What Tierra Is,” http://life.ou.edu/tierra/whatis.html, 2004.
12
See http://www.karlsims.com/papers/alife94.pdf.
13
An essential text can be downloaded from his website: http://www.karlsims.com/pa-
pers/alife94.pdf.
Artificial Intelligence 333
using solutions recognizable in earth’s biology, although many do. But almost all
the creatures appear lifelike.14
Tamagotchi
Bandai’s Tamagotchis were at one point some of the most popular pets in the
world. Launched in 1996, they sold at ridiculous rates.15 The “original virtual
pet” was so successful partly because it managed to create real empathy in the
children who owned one. A Tamagotchi is a tiny portable virtual chicken in an
egg with an LCD screen. It demands constant nurturing and care or it will die
of neglect. Kids have to feed it, play games with it, and in later versions can let it
communicate with other Tamagotchis.
Nintendogs
The incredible success of the Tamagotchi is no fluke. It has been repeated suc-
cessfully several times, including more recently in Nintendo’s puppy simulator
Nintendogs for the Nintendo DS.
Nintendogs quite adroitly manages to portray virtual puppies and give the
player several ways of interacting with them in a context of care and responsibil-
ity. The adorable puppies can be exposed to voice commands via the handheld’s
microphone, so they can learn to do tricks or react to their names. You can play
with them directly and show affection through “physical” contact. What really
makes this a successor to the Tamagotchi, though, is that they need regular at-
tention or will suffer negative consequences. They get dirty, for example or feel
neglected and get sad. Nobody wants to treat puppies poorly. Just as with Tama-
gotchis, a golden vein of addictive protective gameplay has successfully been
mined with the Nintendogs.
14
Beautiful examples of his work can be found on his website here: http://www.biota.
org/ksims/blockies/#video.
15
Over 40,000,000 by July 2005, according to some: see http://www.ubergizmo.
com/15/archives/2005/07/bandais_tamagot.html.
334 Designing Gameplay
Concept Summary
As this chapter shows, there are many aspects to artificial intelligence and arti-
ficial life. All are interesting in their own right, and a surprisingly diverse set of
approaches to understanding or even creating artificial life has evolved.
“True artificial intelligence” has not yet been achieved, but there are a large
number of projects that have been able to imitate certain aspects of artificial
life, and there are myriad examples of largely independent constructs with ru-
dimentary reasoning powers. The elements of imitation and independence may
of themselves not provide real AI, but they are instrumental for showing that it
16
Maybe somebody will create a virtual boyfriend soon.
Artificial Intelligence 335
is possible to fool people into believing there are intelligent processes at work. It
is especially successful when combined with the ability to create empathy or so-
licit other strong emotions from the people interacting with the AI. Even when
people rationally know that they can’t possibly be interacting with an actually
intelligent artificial life form, they still react to it as if it were one.
This is a crucial achievement and leads to the creation of believable virtual
“life,” a concept central to video games and therefore to level design.
Pioneers of this dark art can be found all trough the history of video games.
This kind of virtual life may not be driven by scientific goals per se, but it does
employ scientific principles. The field has been incredibly successful in learning
about and applying psychological principles that allow people to interact and
empathize with virtual creatures.
Theory
Artificial intelligence is a big part of almost any video game ever made where the
game controls or simulates behavior other than the player’s. It is interesting that
an activity so much associated with non-serious matters has so much experience
dealing with real and practical aspects of successful AI application.
This naturally affects level design in many ways, psychological and game-
play-specific, and leads us to consider the subject from a number of angles.
Assisting Gameplay
There are of course many kinds of AI present in video games. We can have AI
opponents in a real-time strategy game, or competing race car drivers in a racing
game. Some of these types of AI fall under the category of general AI and aren’t
necessarily relevant to this book. But there are many instances where the level
designer has to take some control over the behavior and/or placement of spe-
cific AI entities. When this occurs, we are talking about something of enormous
importance to the final success of the levels.
This kind of use of AI agents is what most level designers first think of when
discussing AI implementation in level design. AI becomes a useful tool and
mechanism for creating all kinds of level design and gameplay scenarios. To do
this well, we need to make sure that we have sufficient tools at our disposal and
understand the ways in which we can use them.
What is the psychology of creature placement? How do we make AI be-
havior readable? Or scary? How do we keep AI behavior from becoming too
predictable? These are all classic questions that level designers constantly have
to deal with.
A similar thing can be made to occur in video game AI, and in the way we
use AI as level designers. We have already seen in the example of Eliza the virtual
therapist that this goal is very much achievable.
Complexity
Another indicator of intelligence is the ability to deal with complex situations,
or the ability to show a complex range of strategies to cope with diverse chal-
lenges.
One (low cost) way to present this is by creating scenarios that hint at a be-
havioral complexity that simply doesn’t exist. Behavioral complexity is generally
seen by the audience as a sign of intelligence: if we convince the audience that
the AI behaves in a way that is inherently complex, then we convince the audi-
ence that the AI is inherently intelligent. We can also hint at deeper complex-
ity by showing goals and motivations that are completely independent from the
player’s actions. This hints at an autonomous world in which the AI entity has its
own role to play.
We can either show off real complexity in explicit ways, or we can simulate
complexity by manipulating the player’s perception of the AI in question.
Artificial Intelligence 339
Explicit complexity
Level designers often do not realize how complex AI code can be, and how hard
it is to program entities that can deal convincingly with the challenges they have
dreamed up. But once we recognize this, we can show off this depth through our
level designs in ways that make the levels much better.
Explicit complexity is the kind of complex behavior that automatically
emerges from the AI entity’s programming and reactions to outside stimuli.
While we have little control over the programming, we can still manipulate the
environment and the context and challenges in which gameplay occurs.
For example, sometimes it is possible to dress up a small number of game-
play scenarios in such a way that they keep appearing fresh and original. We can
hark back to some of the principles mentioned in the section on “Object-Ori-
ented Level Design” in Chapter 4 and reuse the AI-based challenges in new and
complex ways.
In my previous examples of Tierra or the Karl Sims “contest” I have shown
that sometimes a few simple parameters can lead to incredibly complex results
and even lifelike behavior. The simple goals shown in those examples feature
situations dealing with basic abilities, terrain or environment rules, a need to eat,
adversaries, and so on. These are very similar to factors that we have to deal with
in level design:
• Basic abilities become character/entity controls.
• Terrain/environmental rules become the game physics.
• A need to eat becomes resource management.
• Adversaries are game opponents.
Throw these factors in a blender, and we can create very complex scenarios com-
ing out of very basic factors. Even though individual components can be simple,
we can make our levels into interestingly complex systems, where small changes
in specific parameters can have interesting and even chaotic results.
Perceived complexity
Perceived complexity is the behavior as the player interprets it. This is a very
powerful concept that we can play with to enhance the appreciation of apparent
sophistication of the AI in question.
As before, we can reuse AI-based level design scenarios, but this time with-
out doing much to actually add complexity to the AI in question. For example, if
our AI creature is no good at dealing with diverse types of terrain, we just make
sure it is never in a situation where it has to do complex path finding. Instead, we
put it on balconies, in towers, on top of a roof, and so forth, but we give it access
to different guns and catchphrases.
340 Designing Gameplay
Again, as long as the player believes that the responses are complex, that’s
good enough.
We can “cheat” by suggesting all kinds of complex reasoning that in fact isn’t
very complex at all. Here are some ideas on how to do that:
• Give the AI entity knowledge that does not come from its own senses.
• Script it to explain its reasoning in a way that sounds more intelligent than
it really is.
• Adjust very simple basic attributes of the entity in a way that changes its
abilities drastically, without altering its reasoning.
• Place the entity in areas of the level that make it appear able to cope with
all kinds of environments.
Others can be found, as well.
Imitation
We can also try to create AI behavior that imitates the actions of intelligent enti-
ties. This is a valid approach to take and offers all kinds of tools for level design-
ers. If the imitation is good enough to fool the player into believing in a high level
of intelligence, we have reached our goal as convincingly as if we had actually
created the intelligence we wish to portray.
Artificial Intelligence 341
We can engineer situations where the AI’s actions mimic processes that we
KNOW to be intelligent. By doing so, we can make the player assume that ac-
tual intelligence is being used when it isn’t. This is a method that is especially
useful in cutscenes and scripted events, where we have more control over cir-
cumstances.
Independence
Independence can be hinted at by showing the AI performing autonomous tasks,
even mundane ones. After all, if an AI can lead an existence where even the mun-
dane is acted upon, it must surely have a high level of independence. This is often
used to great effect in games where we can observe the AI without interference,
for example in stealth games where the player spends a lot of time in hiding,
studying the behavior of AI entities on patrol.
Most stealth games have the AIs perform quite arbitrary or random inde-
pendent actions. They stop at a vending machine, chat to another guard, whistle
a song, and so on. These actions are not accidental; they are specifically put in
to showcase that the AIs have a “life of their own,” even though quite often these
actions are quite unintelligent and are just hard coded to occur at specific loca-
tions. Little touches like these can make a level stand out, sometimes with mini-
mal effort.
place the AIs in an environment and use direct gameplay application in a way
that works.
Appropriateness
In Eliza’s case, its framing of a psychotherapy question-and-answer setting im-
mediately creates a situation where vague searching answers and questions don’t
feel odd. The participant may think some question or answers are a bit strange,
but will often ignore these peculiarities because the psycho-probing expected in
the session explains it. We assume there are goals and motivations involved that
are appropriate due to the setting.
We can do the same thing within our level designs. By creating an environ-
ment that makes the actions of the AI look appropriate, we can create a much
more believable experience. We can place defensive turrets or robots with lim-
ited AI in a damaged factory setting, and suddenly their “glitches” are given a
believable context.
• If your game’s AI entities are not very good at path finding, don’t place
them in a complex terrain.
• If they are not very good at dealing with situations up close, don’t throw a
bunch of them in a cramped environment.
• If they don’t have many lines of text to say, don’t make them talk constant-
ly.
I am sure you get the picture and are able to add dozens of such cautions of your
own.
Theory Summary
It seems that we can spend as much time dealing with the actual capabilities of
game AI as on managing the perceptions of these capabilities. Both aspects are
indeed valid, and are rooted in sound principles and ideas that can be taken from
existing fields of AI research or implementation. Games also have their own
knowledge to contribute. The mixture of these elements makes for a potent set
of tools to use to improve our levels.
We can make our levels and the AI used in them stand out by using elements
of AI, showing off AI capabilities with the use of real or perceived complexity. We
can demonstrate intelligent independence and showcase the use of goals and
motivations. We can direct feelings through imitation, empathy, or antipathy.
And we can direct entire gameplay scenarios through cutscenes and scripted
sequences.
There are many other examples that could be named, but the previous
ones should illustrate the general principle and they should apply to many lev-
els.
344 Designing Gameplay
Practice
Game Genre
This technique is suitable for games that allow moderate scripting of AI entities.
Goals to Achieve
• Enhance the believability AI characters.
• Achieve this by making them appear to suffer from human weaknesses.
• Put this in a practical level setting.
Description
(Example type: Original)
When dealing with level design it is all too easy to get lost in the practical needs
with which the AI will be confronted: pure gameplay requirements like the abil-
ity to navigate the environment or its effectiveness as a challenge to the player’s
skills. These subjects are indeed massively important, but at times it is also vital
that the AI contributes to the level’s immersive qualities, or instills an emotional
bond with the player.
There are, for example, many games that require the player to interact with
a helpful sidekick or similar type of friendly AI. It is very helpful if the player is
convinced by the AI’s behavior that its intelligence is fairly sophisticated. It is
even more helpful if the player sees the AI as a creature with a personality, and
not just a tool with which to progress through the level. That way, the user is able
to form some kind of emotional connection to the AI that leads to a more im-
mersive or interesting level.
Artificial Intelligence 345
Further Notes
There are many other human character traits that can be incorporated in a game’s
AI like nervousness, mischievousness, irritation, and so on.
17
Published by Microsoft Game Studios, developed by Bungie Studios, released Novem-
ber 15, 2001.
18
Published by Fox Interactive, Inc. – Sierra On-Line Inc., developed by Monolith Pro-
ductions Inc., released October 22, 2001.
346 Designing Gameplay
Game Genre
This technique is suitable for games that allow moderate scripting of AI entities.
Goals to Achieve
• Showcase the use of AI in a way that maximizes their impact and minimizes
their apparent weaknesses.
Description
(Example type: Original)
The ambush scenario. All AI entities suffer from weaknesses, and at times
that makes it hard to use them in a way that does not endanger player immer-
sion. They may be bad at navigating complex terrain, or have difficulty acquiring
targets, or have problems choosing from too many actions, and so on. Gener-
ally, that means that we design our levels in such a way that they hide these
deficiencies: the AI is not placed in a position where their inefficiencies shine
through.
We can, however, take this one step further and place the AI in a position
where their inefficiencies are hidden and their capabilities are exaggerated—
especially if done in such a way that is not possible in general gameplay circum-
stances. The idea is to design a level design pretext that allows the player to use
the AI in such a way without destroying immersion.
One such method is the classic ambush situation. It gives the designer a
number of advantages that don’t often occur in regular gameplay:
• The AI movement can be logically restricted to specific locations that
maximize their efficiency.
• The AI can be placed in locations that stop the player from direct interaction
with them.
• The AI can be scripted to perform specific actions.
Artificial Intelligence 347
Further Notes
This example features a static set piece, but variations can include a more dy-
namic scenario. A player can be stalked by an AI moving along a higher, unreach-
able, path, and taking specific actions at well-designed intervals.
Game Genre
This technique is suitable for most games.
Goals to Achieve
• Achieve closure by manufacturing the appearance of
■ complexity,
■ independence,
■ emotions.
348 Designing Gameplay
Description
(Example type: Original)
It is common sense to try to use AI in a way that does not detract from its believ-
ability, for example, by avoiding situations that show up its weaknesses. That kind
of solution is valid and we often will end up taking exactly that approach. It is, how-
ever, a somewhat passive approach, as it is focused on not doing certain things.
An alternative and often more effective approach is to create gameplay sce-
narios and situations that are built around AI strengths. So, rather than avoiding
things the AI is bad at, we end up researching those things the AI is great at and
deliver the most fun for the player. Once we have isolated those strengths, we
can construct gameplay sequences that are purely built around those strengths.
We may end up with a list of good and bad points from which we can start
to draw inspiration. In this example we will look at a robot cat sidekick in an
exploration platformer. Our list may look a bit like this:
AI abilities and noteworthy behavior:
• The AI gets confused by more than five onscreen characters.
• It will always chase mice if they are around.
• It can stand up to small dogs.
• The AI is no good against the game’s larger animals .
• The AI is very good at jumping (better than the player).
• It is very bad at swimming.
• It won’t go outside in the rain.
From this we may derive a mix of skills and behaviors that make us create a
gameplay sequence that involves the following elements:
• few enemies,
• no mice,
• some dog encounters,
• no larger animals,
• a series of platform jumps that the cat can perform but the player can’t,
• no water,
• sunny weather.
Simplistic as this may sound, it is nonetheless a good exercise to go through
when deciding on what ingredients to use for a specific level design situation.
Further Notes
This approach requires the designer to spend a serious amount of time play test-
ing scenarios and circumstances in feature-rich test levels or test beds to be able
Artificial Intelligence 349
to judge the strengths and weaknesses accurately. In a way, it is about “finding the
fun” and stress testing the AI to find circumstances under which its abilities and
impact is at an optimum. This can only be done in the context of representative
gameplay, as gameplay mechanics tend to influence each other and do not occur
in a vacuum.
Challenge
16
W e have encountered the concept of challenge numerous times now through-
out this book. We have spoken of positive and negative challenges in life and
how conquering them can lead to a sense of empowerment. We have spoken of the
willingness of players to deal with challenges if they form part of a reward system, and
we have spoken of formal challenges put on a person in order to test knowledge.
These are three distinct ways of looking at the same word, which is an indi-
cation that it may not suffice to think of “challenge” as a single discreet concept.
This chapter therefore looks deeper into the various aspects that are important
to understanding the concept of challenge as a whole.
Concept
Challenge Revisited
Although we already spent a fair amount of time on the subject of challenge in
the “Challenge and Empowerment” section in Chapter 7, I would still like to
revisit some aspects of this subject. I think it deserves to be approached from
several different angles, since it is so important to level design, and because it is a
complex subject that warrants multiple observations.
To recap1 some of the points made, here is an observation I made earlier:
There are positive challenges. If you go running for an hour every day,
you will become very fit. If you study a language diligently for ten years,
you will become fluid in its use. If your work is better than that of your
colleagues, you will get that promotion. (Well, you should, anyway.)
1
I know it is bad form to quote one’s own text, but it saves you from having to flip back
and forth between chapters.
351
352 Designing Gameplay
And there are negative challenges. Stand up to that bully and he will stop
harassing you. Deal with the tragedy of a loss for a long enough time
and it will hurt less and less. Resist smoking for a year and your cravings
will be gone.
These are all good examples where there is a sense of empowerment, a reward
for meeting the challenge successfully. There are other well-known uses for chal-
lenges as well, for example in an educational context.
Lack of Meaning
When an artist challenges his or her audience, it generally is expected that there
is a reason to do so. If the audience is presented with challenge for challenge’s
sake, it will eventually come to realize that there is no meaning behind the act.
This is a very dangerous thing to court, because once an audience realizes that
it has been put through its paces for no good reason, it loses its motivation to
stick around for the ride. This problem can occur across the spectrum of cre-
ative expression. Challenging but pointless dissonance in a composition will be
experienced as off-key or cacophonous. Harsh and disorientating edits in a film
without serving the content of the shot will just dizzy and upset an audience.
Creating Resentment
A similar problem with challenge for challenge’s sake lies in the likelihood that
it will build up resentment in the audience. If you were to poke somebody in the
Challenge 353
chest for no good reason, that person would probably object. Maybe not the first
time, but do it a lot and even your best friend will start to resent the action. It has
to be understood that if challenge is not placed within a context, it is just hard-
ship. And who wants to be subjected to arbitrary hardship?
An artist and their audience have an unwritten contract. The artist presents
creative output and invites the audience to experience it, even if the experience
can become unpleasant or challenging. The audience will go along with this,
based on this unwritten contract, which states that there is some value or payoff
in doing so. If it turns out that there is no good reason for the audience’s discom-
fort, that contract has been broken.
Concept Summary
If challenge is to be incorporated into art and entertainment, it needs to serve a
higher goal.
This is just as true for video games as it is for other art forms. Generally, this
kind of artistic challenge exists to eventually reach a positive outcome. In video
games, challenge is used more than in almost any other artistic medium, because
challenges are a great way to test the player’s skill level, which is an intrinsic part
of level design. In video games, much enjoyment comes from learning how to
use the gameplay mechanics and from being confronted with new and enjoyable
ways to test one’s ability.
Challenge is a formal invitation to the player to overcome adversity through
applying his or her gameplay skills.
Theory
Few words are used so freely, but misunderstood so much in discussions about
level or game design as challenge. Worse yet, people always think that everybody
agrees on the exact meaning, or even worse, that they agree on the right applica-
354 Designing Gameplay
tion of it in level design. The reality of the situation is that almost nothing does
more harm to players’ enjoyment of games than the misuse of the concept of
challenge.
Frustration
Of the two, this emotion is potentially lethal to the success of a game. Anywhere
in life where an activity is beyond the skill level of participants, they will be liter-
ally frustrated in their ability to enjoy it. If that frustration is too fundamental
and cannot be overcome, participants will become so unhappy that they will
cease the activity.
The same thing occurs in video games. A player who becomes frustrated
with the difficulty level of a game will eventually give up playing all together,
likely for good. Why would someone want to spend time on an activity that frus-
trates the desired outcome, such as an enjoyable or worthwhile or rewarding ex-
perience? Challenges are often used to affect the game’s difficulty level and learn-
ing curve. This can be appropriate in many cases, but when the difficulty level is
too challenging, and the player has no prospect of this changing, the game will
have gone too far.
Boredom
Boredom has its own unique problems and can lead to the same negative re-
sult. Interestingly, one of the justifications for harsh challenges in a level is to
stave off boredom. The argument often goes something like “The game has to be
challenging or the player will become bored. Therefore, we must make the game
more challenging over time or the player will lose interest.” This is a subtle but
serious mistake. As we already established, challenge is simply a tool, no more
than a means to an end. In this case the tool helps avoid boredom. So far so good,
but boredom is not necessarily avoided by escalating difficulty levels. Just upping the
difficulty will not automatically push the player back into the flow channel, the
zone of an optimal game experience. If an activity doesn’t require the use of new
skills or refine the use of current skill sets, its activity will become less interesting
and certainly less rewarding.
Apparent Exceptions
In some rare cases, games actually provide frustration as a gameplay goal. There
are games that propose an almost masochistic test to the player, where it is a given
356 Designing Gameplay
that although harsh and unforgiving treatment will be doled out, in exchange the
player receives a very particular kind of satisfaction that comes from successfully
overcoming the extreme challenges of such games. This kind of gameplay often
occurs in specific taste niches or areas of specialization and is typically some
kind of challenge-based game.
Bullet Hell
An amusing example of this kind of specialized, challenge-based game is a phe-
nomenon found in some types of classical shootemups. The level or mission
design for these games boils down to the player trying to maneuver into ever
decreasing areas of the screen where there are no enemy bullets. This is entirely
acceptable, even expected, in these kinds of shootemups. It becomes an endur-
ance test to players who are already used to being tested by these conventions of
gameplay.
Unfortunately, this also often occurs in inappropriate places. One example
is in third-person action games where the player literally cannot set a foot down
wrong without being shot to pieces or otherwise hindered from playing the
game.
2
“I Wanna Be the Guy! Manual!” IWBTG!, http://kayin.pyoko.org/iwbtg/manual.php,
2007.
Challenge 357
Appropriate Challenges
There are two major aspects of challenges in level design that should never be
ignored. As already shown in the flow diagram3, skill needs to be in balance with
challenge. Additionally, the balance definition itself, the positioning of the flow
channel, is subject to considerations of context.
Skill
Skill issues in level design are the easiest to recognize, yet also the most frequent-
ly misjudged. We have already discussed the potential dangers of challenging
the player too much by requiring unreasonable skills. Let’s look at ways that this
danger can be avoided.
3
See Figure 16.1.
358 Designing Gameplay
Data limitations
To make the decision to change the difficulty level of the game, the dynamic dif-
ficulty adjustment (DDA) system needs some way of evaluating the need to do so.
Performance data needs to be gathered and interpreted before any change can be
made. For example, the player’s ability to hit targets in a first person shooter or
the number of hit points left after specific encounters, need to be known.
The problem with collecting this kind of data is that it gives us very limited
information on which to base important decisions. What if the player enjoys a
playing style that results in being very close to death most of the time? What if
the player enjoys shooting the scenery as well as shooting at enemies? Since we
cannot gather data that objectively tells us the player’s real emotions and experi-
ences directly, this kind of reactive or passive difficulty adjustment will always be
based on subjective guesses. And that means that the interpretation of the data
can yield incorrect conclusions, resulting in inappropriate adjustments.
Passivity
However, let’s assume that the DDA system gets it right. Take a series of jumps
to reach the exit in one of our levels in a platforming game. The system is alerted
that the player keeps failing the last jump; in response, it may lower the diffi-
culty level by allowing a collapsing tree to create a bridge between the two jump
points.4 To a degree, the DDA has worked correctly, and the resulting interven-
tion has allowed the player to progress through the game. This is all true, but
it did not happen until after the player has left the flow channel and had to be
guided back into it. Because the system can only react to data, actions always oc-
cur after the fact. And levels that constantly have to correct themselves in order
to make an unhappy player happy again are far from ideal.
the game needs to offer a pool with a wide spectrum of activities and dif-
ficulties for different types of players to swim inside. Based on players’
tastes, each individual will choose different choices and work at a dif-
ferent pace to navigate through the game. Once a network of choices is
applied, the Flow experience is very much customizable by the players.
If they start feeling bored, they can choose to play harder, vice versa.6
What Jenova Chen is proposing here is proactive difficulty adjustment con-
trolled by the players themselves. This is an intriguing concept that is worth ex-
amining in more detail.
Context
Challenge has been shown to not only be subject to personal skill levels, but also
to context. This context comes from the multifaceted dimension of the whole
notion of challenge. We can challenge players to test their shooting skills, or to
affect pacing , or we can give them something by which they can measure their
own strength. All of these add a unique contextual dimension to the challenge in
question, and therefore to the experience of the player. The last boss in the game
presents a different context and experience than an idle puzzle along the way.
6
Jenova Chen, “Flow in Games Thesis,” Flow in Games, http://www.jenovachen.com/
flowingames/Flow_in_games_final.pdf, 2004, p. 13.
7
The flash version of the game downloads numbers in the hundreds of thousands. There
are a PS3 version and a PSP version, and other games based on the same principles are
in development.
360 Designing Gameplay
Arbitrary Difficulty
One of the common dangers that creeps into designs is arbitrary difficulty that
provides pointless challenge. A good analogy is a lopsided bicycle tire. Once in
a while you see these contraptions at carnivals or in similar places. Sometimes
there is a bicycle with a very lopsided tire, and an obstacle course to be traversed.
In the right context (a few minutes of silly fun), this can work okay; but for most
uses, a bicycle is not improved by making the wheel lopsided. In fact, when you
want to go somewhere, it is incredibly annoying to have a lopsided wheel. Yet
there are plenty of games out there that insist on taking a useful game mechanic
and making it awkward without any good reason whatsoever.
Prohibitive Difficulty
Some games are just too hard for most people to enjoy. They require a commit-
ment unlikely to be deemed enjoyable. Some surpass the skill level of most play-
ers, who will never be able to do certain things in the game. Unless a game is made
specifically for people who seek a challenge like that, this is a serious problem.
In level design this problem often occurs because level designers have spent
so much time playing a game that they have reached an atypical skill level, and
are trying to entertain themselves in their level design. This is a fatal error since
their job is to entertain their audience, not themselves.
Unfair Challenges
This is a very strange one to understand, but it keeps occurring on a regular basis.
Some level designers seem to think of the player as the enemy, and feel their job
is to kill the player as harshly as possible. If you are one of those people, stop that
immediately please!
Gameplay situations can test a player’s skills. No issues there, as that is what
gameplay learning is all about. It is enjoyable to use new skills in interesting ways,
Challenge 361
and good level designs provide players with fun ways to test their skills. Chal-
lenges can also be fun if there is an interesting or enjoyable sense of achievement
to be had, especially if it ties in contextually to the game’s overall objectives.
What is not appropriate to players, though, is to be challenged to do tasks or over-
come obstacles that are presented in an unfair way. This can include situations like
• instant death (unannounced),
• requiring payers to do something extremely hard without training them first,
• obscure nonsensical puzzles,
• extended memory-based gameplay,
• overly harsh restrictions (impossibly short time trials),
• lack of save points,
• one-way doors that close behind the player without warning.
There are many, many more.
Theory Summary
At the beginning of the book, we established that if we are to teach players how
to enjoy a game through our level designs, we also have to test their skills and
progress on occasion. To truly enjoy the fruits of their gameplay journey, players
need to be able to put their gameplay skills into practice and enjoy their mastery
of the abilities required to solve the problems set up by the game.
One of the ways this can be done is by devising gameplay challenges to the
player, against which they can measure their skills. This is something they will be
happy to engage in if the challenge is appropriate and there is some kind of decent
reward. A challenge without a purpose or reward is very adversarial, and while
this can be okay once in a while, it can become quite off-putting to people who
want to enjoy their gameplay time and not be punished for trying to progress.
Practice
the player to choose those styles and skills he or she is most comfort-
able with.
Game Genre
The technique is suitable for games that allow for multiple solutions to gameplay
challenges.
Goals to Achieve
• Define challenge by skill type and play style.
• Set up a scenario that incorporates several play styles and skills.
• Allow the player to make a choice between them.
Description
(Example type: Original)
Laser fence dilemma 1. In the practice section in Chapter 14 (“Puzzles”),
I gave an example where puzzles can work as a pacing device and introduced a
hypothetical gameplay scenario based on the player being locked in a fenced-off
prison compound. The scenario was called the “laser fence dilemma,” and it can
easily be adjusted to provide player controlled challenge levels.
The basic setup of the scenario was as follows:
Imagine a situation where the player is in trouble because they are
accosted by an ever-larger group of enemies, perhaps an ever-increasing
zombie horde. Eventually the player has no choice but to run for safety
and ends up racing into an abandoned prison complex. The player is
just able to activate its defenses before the zombie horde gains entry.
The defenses consist of a fence made up of four laser beams that repel
anybody trying to enter or leave the complex. The player is now safe,
but also trapped. The same laser defenses also lock a number of zombies
within the compound. The player has to figure out how to disable the
lasers, yet doing so will unleash the zombies, both in the compound as
well as eventually the zombie horde outside.
We can break this situation down into sections (sub-puzzles) where
the player needs to figure out how to disable all four individual lasers
one by one. In addition, we show the player a series of weapons lockers
with clearly visible, useful weapons or items, protected by individual
laser beams that correspond with those in the fence. Disabling one laser
means unlocking a new weapon locker, containing weapons or items
that allow the player to deal with the unleashed zombies.
Challenge 363
Laser fence dilemma 2. We can adjust this scenario slightly to fit the context
of player controlled challenge levels. In this second scenario the player can find
two weapons spread out across the compound: a sniper rifle and a flamethrower.
Both have a limited amount of ammunition, so the player can try them out, po-
tentially on a few wandering groups of zombies already in the compound, but
they will soon run out of ammunition.
The weapons lockers from the original scenario are now more frequent,
and they house ammunition for the two new weapons, rather than the weapons
themselves. This means that the player can disable the four defensive lasers and
in doing so effectively choose which ammunition type becomes available.
In effect, the player can choose a preferred play style:
• Ammunition for the sniper rifle may allow for a play style that emphasizes
slow and deliberate play. The rifle is only effective at a large distance, is
slow and unwieldy to use, but it is devastatingly powerful. This will suit
players who like careful, deliberate strategies.
• Ammunition for the flame thrower requires players to run in amongst the
zombies, and affect whole groups of them at once, but the player is then
exposed to them at close range. This requires different skills and playing
styles, which will suit other players.
This provides an elegant and completely integrated way of allowing the player to
choose their preferred challenge level.
Further Notes
Again, the specific solutions in this scenario don’t really matter that much, just
that catering to different player abilities can provide an effective dynamic chal-
lenge environment, under full control of the player.
Game Genre
This technique is suitable for most games but works best in games with open
environments.
Goals to Achieve
• Allow players to choose the challenge level they are comfortable with in
certain scenarios.
Description
(Example type: Original)
We can create a straightforward way of letting the player decide how much chal-
lenge they are comfortable with by providing a level environment that features
challenge or danger gradients. That is to say that the levels are open enough that
the player can traverse the level areas at will, but that progress is tempered by
escalating levels of challenge, for example, through increased danger.
Imagine a level that gets more challenging (or dangerous) the further the
player strays from the main path. This can be set in a valley, for example, where
progress becomes harder due to natural obstacles or in a forest where the deeper
forest hides more dangerous creatures.
This technique works especially well if the player is given proportional
awards when facing these challenges. The player can keep going further away
from the minimal challenge path until he or she finds that the awards are no
longer worth the difficulty in obtaining them. In effect, this is a physical level
design representation of the optimal flow channel discussed before, one where
the player can balance skill versus challenge.
Game Genre
The technique is suitable for most games that feature skill-based progression.
Challenge 365
Goals to Achieve
• Prohibit the player from progressing beyond their skill level.
• Make this feel like it is under the player’s control.
• Balance skill and challenge within the level design rather than the game
design.
Description
(Example type: Original)
Similar to the previous example but less forgiving is the use of skill gates. The
same principle applies: the player decides which path to attempt through an area
with varying difficulty levels, but in this case the player needs to possess certain
skills to be able to enter the high-challenge area. A higher path through a level
may, for example, only be accessed if the player can execute a tricky athletic ma-
neuver, or is able to displace a guard of certain strength. In some ways this is a
lock-and-key situation: the key is, in fact, the player’s skill level and if high enough
it gives access to high-challenge areas in a level.
Think of it as a series of walkways each with a skill exam at the entrance to
the walkway. If the player passes the exam they can explore that particular route
and reap the rewards as well as face the higher challenge levels. If the player fails
the exam, it shows that the player is not yet ready for the level of challenges that
follow.
The advantage of this technique is that players are not able to end up in
situations they are not ready for, and therefore avoid excessive frustration. Ad-
ditionally, it gives the player something to aim for, especially if the skill gate is
clearly signposted. Few things are as motivating as locked-off areas that contain
rewards.
Further Notes
This technique also works with other factors prohibiting premature progress. It
can be the possession of certain inventory items, player hitpoint levels, or spe-
cific weapons. Other options can easily be found depending on the game.
Final Thoughts VI
1868.jpg, 2009.
367
Considering the Future
17
A while ago I bought the first eight years of the popular science and science
fiction magazine Omni and have been marveling ever since at some of the
incredibly fun content it contains. Omni started in the late 70s and had attracted
a number of great thinkers and scientists to contribute to its pages since the very
first issues. Some of the most fun to be had with such a retro chic magazine is
to examine their views on the future, and sure enough, Omni published several
futurist articles early on. They make entertaining sci-fi reading material now, but
not much of what was predicted has come to pass. Reading those predictions of
the future is a rather sobering experience actually as even the greatest scientists
and thinkers have very limited success in predicting the future1.
With that realization in mind I made sure that one of the goals I had with
this book was to provide a text that ages as little as possible. Something that is
useful even in 20 years time. As a consequence of that goal I have left out specu-
lative topics and I have minimized technology specific subjects. The latter be-
cause I wanted to write a book about design fundamentals, not about production,
but also because technology in games move so rapidly that it would have aged
the book faster than I could have written it.
Nonetheless, probably to the amusement of readers that pick up this book
when it is a bit older, I would like to point at some areas where I think improve-
ments to our craft and exciting new directions can come from.
tricks and special effects, almost always aiming for “Hollywood style” graphics,
as if that should be the main goal of game development.
Yet, within the tools and technology there is almost no evolution towards
techniques that make game levels play better, or to fundamentally improve the
way levels are made. Quite often they are based on the same style of content
creation as 3D art packages, event though the content created by level designers
is completely different from that.
What we really need are tools that set designers free to try out level de-
sign ideas rapidly and independently. Tools that allow scripted sequences to be
mapped out coherently. We need technology that makes it easy to create envi-
ronments that can be adjusted to play testing results.
In other words, tools that focus on the improvement of the actual work a
level designer does.
Resources
Now that the information age has truly established itself it is becoming clear
that society as a whole has to reexamine its ways in which knowledge is cre-
ated, stored, and made available to others. Projects like Wikipedia have shown
that there are large gains to be made by pooling resources and information and
making this process open and transparent, even cooperative. Many subjects are
now starting to find their way to the public in ever increasing efficiency and
volume.
Yet apart from a limited number of books and websites there is very little in
the way of resources for level designers. With tremendous effort and patience
one can compile a good list of helpful data resources and programs but it is
a disparate affair that every individual level designer is forced to go through.
I think there are two major areas of improvement that can yield better future
results.
Education
Most people working in games are too busy to make games and learn the ropes
to be able to teach the subject to others. And consequently there is a real issue
with finding people of real experience to be able to teach level design or game
design classes. As the profession is still very young I suspect it is just a matter
of time for this to improve. Eventually current professionals will reach an age
and a level of accumulated wisdom that academic careers will become enticing.
This will take a while however and before this can really be an effectively taught
subject we will need to reach a broader consensus on many of the field’s often-
controversial subjects.
Considering the Future 371
Online Resources
As professionals and enthusiasts we should also be able to collect and distrib-
ute knowledge ourselves. One way in which this can be done is to start a level
design knowledge database, similar to Wikipedia, but based on level and game
design knowledge. This can be of immense use as a practical resource and source
of reference because game development is such a wide-ranging affair. It would
allow specialist knowledge to be collected into a central location, made avail-
able for general use. There are level and game designers who are in possession of
vital knowledge on the most diverse subjects: How to balance unit types in turn
based fantasy role playing games. Somebody else may know a lot about the use
of camera techniques in survival horror games or ambush scenario templates for
third person action games.
Once a project like this reaches critical mass I suspect it can become a price-
less aide to game developers all over the world.
I n the process of writing this book, and in the years preceding it, I have been
exposed to an enormous amount of worthwhile reading material and other
inspirational content. Many extracts from this material have found their way into
this book as quotes or in footnotes. I encourage the reader to follow up on the
material referenced within the main body of text, but I would also like to high-
light some extra useful resources—not as an attempt to create an exhaustive list,
but to provide a good starting point to examine some of the things I found useful
while writing the book or while creating levels and games.
This section will therefore showcase some examples of what I found to be
inspirational or that I kept going back to on multiple occasions. I created some
loose categories, within which books appear in alphabetical order; publication
dates come from the editions I own or have read.
Architecture
Architecture: Form, Space and Order, Second Edition
Francis D. K. Ching
Published by John Wiley & Sons, Inc., 1996
This wonderful book demonstrates architectural principles from high-level con-
cepts to nitty-gritty architectural details and brings it to life in clear and informa-
tive examples. The book features hundreds of handmade drawings by the author
himself, and it is a joy to read as a reference work as well as an art book. It is one
of those rare books that will never grow old.
Fantasy Architecture: 1500–2036
Neal Bingham, Clare Carolin, Peter Cook, and Rob Wilson
Published by Hayward Gallery Publishing, 2004
373
374 Recommended Reading & Materials
This is a thin but remarkably rich little book that takes a look at fantastical archi-
tecture through the ages. It is rich with inspirational concepts, ranging from the
farcical to the truly majestic. If you want to be inspired by something a bit differ-
ent in architecture try this book.
In addition, I recommend works by Syd Mead and Lebbeus Wood.
Raising the Bar is sometimes mistaken for a coffee table book filled with nice con-
cept art, and indeed the art is wonderful. That misses the true worth of the book,
though: it is a fantastically honest and insightful account of the design process,
including level design, that Valve went through to create its masterful Half Life
games. The book is filled to the brim with great insights, practical anecdotes, and
examples, and no level designer should do without it. Unfortunately, it is cur-
rently out of print and most copies, once tracked down, are rather expensive.
Various
Flow: The Psychology of Optimal Experience
Mihaly Csikszentmihalyi
Published by Harper-Collins Publishers, 1991
This is a groundbreaking work that combines years of exacting academic re-
search into the subject of happiness. The results are of massive importance to
game developers as they so easily translate to our work
Making Movies
Sidney Lumet
Published by Vintage Books, 1996
Sidney Lumet shares in a clear and insightful way many of the things he has
learned and practiced in his extinguished career.
On Writing: A Memoir of the Craft
Stephen King
Published by Pocket Books, 2000
A brush with mortality led Stephen King to write this engrossing hybrid between
biography and reference work. It works well on both levels.
The Design of Everyday Things
Donald A. Norman
Published by Basic Books, 2002
Last but certainly not least, this is a book that every level designer must own. The
design of everyday things is one of the best books on product design, usability,
and other key areas of interest to level designers. Out of all the books in this sec-
tion I would recommend this one the most.
Glossary
L evel design is at times a highly specialized and often technical field. This
naturally leads to a certain amount of jargon and field-specific terminology.
Although I have tried to keep the language used in this book as transparent and
accessible as possible, some notes on terminology are needed. The glossary pro-
vided here can be used as a handy dictionary of level design terms. Please check
this section any time a word’s usage seems ambiguous or unclear.
deathmatch: Multiplayer game mode where players compete against each other.
double think: The ability to hold two contradictory beliefs.
experience points: Points awarded to players of role playing games for engaging
with the game’s content; the points are used to gain higher character stats.
fantabulate: Entertaining an audience through fantastical content (admittedly
a made-up word).
FPS: First person shooter.
graphic novel: Comic book that tells a story of substantial length.
hitpoints: Health points of a game character.
level up: Advance a character to a higher level of experience, typically by being
awarded experience points; higher levels bestow higher character stats on
the player.
MMO: Massively multiplayer online game.
MMORPG: Massively multiplayer online role playing game.
mechanic (gameplay): Planned gameplay aspect. For example the wall-jump
in a platform game.
mod: Modification. The ability to edit existing game content in order to create
new content. The result is also referred to as a “mod”.
multiplayer: Game mode where multiple players co-exist.
on rails gameplay: Completely linear gameplay.
OOLD: Object-oriented level design.
OOP: Object-oriented programming.
playtest: Testing the integrity of a level or a game through playing it.
point-and-click adventure: Classic adventure game genre that requires the
player to use the mouse pointer and click on onscreen objects to interact
with them.
prop: Decorative scenery.
retro games: Games that have received classical status.
RPG: Role playing game.
RTS: Real-time strategy game.
sandbox games: Game type or play style that allows players to come up with
many of their own solutions or challenges within the gameworld.
sense of wonder: Feeling that describes a sense of awe or indeed a sense of
wonder in science fiction or fantasy entertainment.
Glossary 379
serious games: Games that have a goal that goes beyond entertainment, typi-
cally education or information delivery.
SHMUP: Shoot-em-up.
shoot-em-up: Game type that has shooting as its central gameplay mechanic.
single player: Game type enjoyed by a single player.
survival horror: Horror game genre that pitches the player against an adver-
sarial environment.
suspension of disbelief: The ability to accept impossibilities in art and enter-
tainment to better enjoy the work itself.
units: Controlled entities in strategy games.
world building: The creation of a virtual world.