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A simple mistake in creating game levels


Ben24x7

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In this blog, I'll be listing a problem in game design and how to (possibly) fix it. So, without further ado, let's begin;

Areas the player gets stuck in

By "player gets stuck" I don't mean a hard or complicated puzzle, I mean areas where the player can't get out of. These can come in simple forms like, for example, an empty pit with no way out, unless your players remember you included a 'Restart' button, which breaks the feeling of immersion.

To find out if your game has any areas like this, watch play testing sessions closely. If your level doesn't have any easy-to-get-stuck-in areas, do more play testing until you find one. Only stop until you are REALLY certain that there are no places in the level where players get stuck, I mean you must be REALLY sure.

And finally, to repair it if one does come up, try putting something into that area that could either kill the player (maybe fill the pit with fire, for example) or something to help them out (like a lift, for example). Check to see if your implementations work to get the player out of that sticky situation and, once it works, play test again.

-- Ben24x7 --

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Ben...what do you think half of game testing is? The whole point of testing is to make sure that the game is stable and reacts to any player input appropriately, and that the player can continue to play the game at any time without having to hard reset the game.

 

I mean, this is confusing because it's EXTREMELY obvious. I don't think there's a game designer alive who doesn't know this.

 

It's the same reason we get players to do very weird tests, such as jump in a single spot 5000 times or make bets on whp can break the level's physics and use a tree to jump out of the level bounds.

 

Furthermore, those solutions...those are not "designer" solutions, they're "player solutions". That's how we would try and justify to the player that the story ingame works, but in terms of the physical gameplay elements, we have special tools such as kill volumes, blocking volumes (invisible walls) or teleports.

 

It's simply impossible to test the game to get every bug out. A lot of players out there are simply playing to break the game. Others will play the game in ways the designers really didn't intend, and those developers may believe it's the players fault for causing such issues. I personally don't agree with them, but the point is that a lot of game testing is about this one issue. It's not some big secret. It's what we do normally.

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