Sunday 23 March 2014

Slowing the player

The threat is always present when designing a level of the different kind of players that will experience your creation, there are three main types of players;


  • The player that will rush through paying minimal attention to detail, to combat these types of players you want plenty of obstacles, traps, and enemies that will slow them down and ensure they do not beat your level within minutes. 
  • The player that will explore your level and pay attention to some of the finer details, they will look for loot and get a better feel for the story and quests than the previous type. This player requires a decent amount of authenticity to enable them to feel satisfied with the level. In order to ensure this player has a good experience I am trying to offer the opportunity for exploration by branching off the dungeon into different rooms where this player can explore and be rewarded for taking extra time out.
  • The final type of player is the perfectionist, the person who will pay attention to all the story line, who will want to go through and make sure they have beaten and gotten everything out of the level that is possible. To satisfy this player I will use a same approach as the last and ensure everything is very authentic and looks as though everything belongs where it has been placed. A lot of the design for this player will happen through the cluttering and quest making. 
In the image below you can see that I have ensured players will have to go back and explore and come across more enemies before they are allowed to progress to the boss room. 


  1. Player comes across a locked door
  2. Player backtracks to find out why the door is locked and finds the lever in a "Fight room"
  3. Player continues on original heading through to the boss room.


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