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Level Design
Moment Based Design – Sept. 11, 2012
            Fall 2012
            Seth Sivak
Summary
Playcentric Design

Moment Based Design

Game Design Moments
  Positive Moments
  Good Negative Moments
  Bad Negative Moments

Prototyping

Playtesting and Iteration
Good Game/Level Design is…

Creating opportunities for
   the player to make an
 interesting choice that
  results in an engaging
          moment.
Playcentric Design
What will the player feel?
 List of player experience goals
Prototype the mechanics
Playtest the game
Iterate
Experience Goals
What will the player feel?

“Players will need to cooperate to win, but the game will
be structured so they can never trust each other”

“Players will feel a sense of happiness or playfulness
rather than competitiveness”

“Players will have the freedom to pursue the goals of the
game in any order that they choose”
Moment Based Design
Brainstorm Interesting Moments
Build Prototypes
Playtest
Solve Problems and Test Again
Brainstorming Interesting
           Moments
What will the player feel?
How will the player interact with the experience?
  Platform, Controls, Camera, Mechanics

What role does the player have in the experience?
  Story, Interactions, Mechanics, Camera

Where/When does the experience take place?
  Narrative, Theme

Why would the player want to be a part of the experience?
  Goals, Aspirations, Audience
Consider the Player
The player will have preconceived notions based on
experience history

The player will trust you

The player will learn but can only learn so much

The player will follow directions
Game Design Rules
Use reality to reinforce gameplay

Be consistent

Build relationships

Deliver on promises

Provide plenty of feedback

Set goals
Positive Moments
Outsmarting the AI

Powerful Feedback

Being Surprised

Learning a Skill

Recalling Previous Learning

Being Lucky

Solving a Puzzle

Winning
Outsmarting the AI
Predicting what the enemy will do
  Tells

Using a clever strategy to defeat the enemy
  Clever is usually unexpected or unconventional

http://www.youtube.com/watch?v=S88t1Zswons
Outsmarting the AI
Predicting what the enemy will do
  Tells

Using a clever strategy to defeat the enemy
  Clever is usually unexpected or unconventional

http://www.youtube.com/watch?v=S88t1Zswons
Powerful Feedback
Make every action and reaction larger than life

Make the player feel cool

http://youtu.be/rXaw1I1XucI?t=3m35s

http://www.youtube.com/watch?v=qX1IhK9bDXs
Being Surprised
Collecting or finding something unexpected

http://youtu.be/0uKWM5HuE-c?t=1m11s
Learning a Skill
Needing to remember something

Acquiring a new skill to master

http://www.youtube.com/watch?v=yVL6VVw4b_w
Recalling Previous
           Learning
Remembering relationships, tells, patterns, etc…

Showing off a previously mastered skill

http://www.youtube.com/watch?v=PsqRnWU303E
Being Lucky
Getting an unexpected good outcome
  This is even better if player knows it is rare

http://youtu.be/yHHASEvy7os?t=1m18s
Solving a Puzzle
Give a clear challenge and a reward

http://www.youtube.com/watch?v=eh4ETYvgjuk&feature=r
elated
Winning
Feedback that the player has done a good job

http://www.youtube.com/watch?v=rAeKrXMeips
Break Time
Good Negative Moments
Just barely lose
  You’ll get them next time

Losing fairly
  You lost fair and square
  You did the best you could
Just Barely Lose
Challenges should be close whenever possible

A close loss is motivating

http://www.youtube.com/watch?v=-B4SCPVh8Z8

http://www.youtube.com/watch?v=0M7QIkM2Nhg
Losing Fairly
Players can accept their own mistakes and learn from
them
  Try to teach the player the correct strategy

http://www.youtube.com/watch?v=SaYOlqnuTD0
Negative Moments
Misinterpreting a direction, interface or clue

Losing unfairly

Winning Easily

Narrative Inconsistencies

Physical Inconsistencies
Misunderstanding the
          Game
Typically caused by inconsistency
  This is why sequels are hard

http://www.youtube.com/watch?v=fraUzGv2abU

http://www.youtube.com/watch?v=guBCc05_prM
Losing Unfairly
This is the same as the game being too hard

The player will blame the game for not preparing them
properly

http://www.youtube.com/watch?v=r3hYJR0-pf0
Winning Easily
If there is no challenge the win feels hollow

http://www.youtube.com/watch?v=F9Nw17hg8wo
Narrative Inconsistencies
A character does something incongruous or confusing
  This is really bad if it is the player character

http://www.youtube.com/watch?v=VHXN3xtUu44
Physical Inconsistencies
Unexpected broken parts of the world

http://www.youtube.com/watch?v=CaIGu8gaoRQ
Moment Based Design
Brainstorm Interesting Moments
Build Prototypes
Playtest
Solve Problems and Test Again
Prototyping
What are the moments?
What moments are the most important?
How often should each moment occur?
In what order should these moments occur?
Playtesting and Iteration
What is the minimum needed to test these
moments?
Did these moments occur?
What new moments occurred?
What can make these moments occur more?
Additional Resources
http://garethrees.org/2004/12/01/ocarina-of-time/

http://repository.cmu.edu/cgi/viewcontent.cgi?article=1002
&context=etcpress
Good Game Verbs
Discover

Explore

Learn

Achieve

Win

Complete

Finish

Score

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GAME 3400 Level Design - Moment Based Design