Wednesday 25 January 2012

Week 14 Mike Stout - Learning From the Masters: Level Design in The Legend of Zelda

Levelflow:
·         Where the player is, where they are going, how do they get their
·         The pathway from start to finish  - it felt non-linear but actually it was not (or mostly) critical and optional paths
·         The Path from start to finish is the critical path

Intensity ramping:
·         The way in which difficulty can increase through a level
·         The relationship between the familiar and the new
·         In the critical the player must have the intensity to master this – more efficient /effective to defeat enemies

Variety:
·         Never repeat the same encounter twice – numbers if enemies, types of enemies and room layouts

Training:
·         If you want the player to progress you must allow them to develop the skills to do so.

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