Re: [article] Gameflow
Posted by rs6 on Fri Jul 7th at 6:48pm 2006
Very well written, and informative. I like the pictures too.

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Re: [article] Gameflow
Posted by G.Ballblue on Sat Jul 8th at 12:39am 2006
I feel that you need to let everyone know that too much of anything is bad. Too much height varriation, or slits, or paths, or rooms, despite how much freedom they add, can often times backfire and simply make the map just as confusing as a map with tons and tons of rooms that look exactly the same.
I also think that this tutorial could have gone on quite a bit longer. I think it's a bit too simplistic, and "gameflow" in my opinion, is something considerably complex and really can't be summed up with one page.

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Re: [article] Gameflow
Posted by Addicted to Morphine on Sat Jul 8th at 3:30am 2006
Clear, concise (and honestly this is good because it's very easy to ramble on self-importantly when writing tutorials), and great use of diagrams and explaining design choices. However, I think it would be interesting if you developed your ideas about supplies effecting gameflow. Why not talk about where you would put spawns, healthkits, guns, ammo, etc in the above example map?
Ok, in the interest of clarity I have to suggest you change "anything in the map that gives the player a advantage, there should be a disadvantage that evens the playing field." to "for every aspect of a map that gives the player an advantage, there should be a disadvantage that evens the playing field." Sorry to be that guy, but I had to reread your original sentence to understand what you meant.

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Re: [article] Gameflow
Posted by Forceflow on Sun Jul 16th at 4:46pm 2006
To the point and rather short, but I like it.

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Re: [article] Gameflow
Posted by Captain P on Thu Jul 20th at 10:35pm 2006
This article reminds me of a much more in-depth German article (for Unreal), about planning layouts and gameflow. The author of it also explained a method of drawing layout sketches, and using particular items to allow players smart usage of the level.
Here's the download, for those that know German (though the overload of images should be able to speak for themselves):
<a href="http://www.thewall.de/content/allgemeines_gamedesign:artikel:spielhandeln_im_deathmatch" target="_blank">http://www.thewall.de/content/allgemeines_gamedesign:artikel:spielhandeln_im_deathmatch</a>
I believe this article is a good introduction, but could be extended a lot. For example, to balance a high spot add another staircase isn't the only option. Adding an opposing vantage point, or totally depleting that spot of any (health) items, or providing grenades for players below the platform, or some 'flush-out' gimmick, can work equally well. Balance and flow aren't necessarily physical, where every area needs at least two entrances and a typical counter-weight. Which then comes down to variation, applied to the given rules.

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Re: [article] Gameflow
Posted by Captain P on Sun Jul 23rd at 11:06am 2006
To me it's quite obvious this is a multiplayer article, and I don't see anything wrong with that.
However, I believe certain aspects apply to singleplayer mapping just as well, so it's not completely useless for SP-only designers. Singleplayer levels often try to tell a story, which comes with a whole new set of tricks, but they still have to offer gameplay in between (and possibly combined with story elements). The main difference is the control you have as the level-designer: instead of creating an area for multiple human players, you get to create the area and one side of the combat. Balancing area's, so not to give players, or AI, an oversized advantage, is just as important in SP. Of course, you may have other tricks available that you can't use in MP, but that doesn't mean these rules don't apply at all anymore.
Maybe you'll like these articles (Gamasutra account required):
<a href="http://www.gamasutra.com/features/19990416/level_design_01.htm" target="_blank">http://www.gamasutra.com/features/19990416/level_design_01.htm</a>
<a href="http://www.gamasutra.com/features/19990423/level_design_01.htm" target="_blank">http://www.gamasutra.com/features/19990423/level_design_01.htm</a>
Perhaps not exactly what you're looking for, but sound advice and focussing on singleplayer design.

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Re: [article] Gameflow
Posted by P37r1 on Sun Nov 26th at 1:12am 2006
Nice and simple, explains well what it is supposed to.

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