[article] Gameflow

[article] Gameflow

Re: [article] Gameflow Posted by SpiKeRs on Wed Jul 5th 2006 at 7:55pm
SpiKeRs
193 posts
Posted 2006-07-05 7:55pm
SpiKeRs
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193 posts 729 snarkmarks Registered: Jun 14th 2003
This is a discussion topic for the article "Gameflow" by SpiKeRs which can be found here

Article description:

This tutorial covers the basics of gameflow, why it is important and how to achieve it.
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Re: [article] Gameflow Posted by rs6 on Fri Jul 7th 2006 at 6:48pm
rs6
640 posts
Posted 2006-07-07 6:48pm
rs6
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640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Very well written, and informative. I like the pictures too.
Re: [article] Gameflow Posted by G.Ballblue on Sat Jul 8th 2006 at 12:39am
G.Ballblue
1511 posts
Posted 2006-07-08 12:39am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
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.
Re: [article] Gameflow Posted by Addicted to Morphine on Sat Jul 8th 2006 at 3:30am
Posted 2006-07-08 3:30am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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.
Re: [article] Gameflow Posted by Jaymz on Sat Jul 8th 2006 at 2:53pm
Jaymz
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Posted 2006-07-08 2:53pm
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Nice. This was usefull.
Re: [article] Gameflow Posted by Forceflow on Sun Jul 16th 2006 at 4:46pm
Forceflow
2420 posts
Posted 2006-07-16 4:46pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
To the point and rather short, but I like it.
Re: [article] Gameflow Posted by Captain P on Thu Jul 20th 2006 at 10:35pm
Captain P
1370 posts
Posted 2006-07-20 10:35pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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):
http://www.thewall.de/content/allgemeines_gamedesign:artikel:spielhandeln_im_deathmatch

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.
Re: [article] Gameflow Posted by Captain P on Sun Jul 23rd 2006 at 11:06am
Captain P
1370 posts
Posted 2006-07-23 11:06am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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):
http://www.gamasutra.com/features/19990416/level_design_01.htm
http://www.gamasutra.com/features/19990423/level_design_01.htm
Perhaps not exactly what you're looking for, but sound advice and focussing on singleplayer design.
Re: [article] Gameflow Posted by P37r1 on Sun Nov 26th 2006 at 1:12am
P37r1
5 posts
Posted 2006-11-26 1:12am
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Nice and simple, explains well what it is supposed to.
Re: [article] Gameflow Posted by The_Great_Dm on Sun Nov 4th 2007 at 10:50pm
The_Great_Dm
10 posts
Posted 2007-11-04 10:50pm
10 posts 1 snarkmarks Registered: Nov 4th 2007 Occupation: student Location: U.S.A
Very nice tutorial, I may create a map bassed on your last picture. Thanks :D