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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