Friday 27 September 2013

Now we're getting deep...


Today I decided to take into account what one of the comments said on my previous post (Thanks Pete!) and take a look at mechanics before looking more into the levels layout/design.
My first stop was the Psychology behind games design. What i read was actually really interesting to see and has really helped me in thinking of things to add to the levels I’ll be creating.
I found that there are 5 things within the psychology of games design:

Novelty
Challenge
Stimulation
Harmony
Threat

Each obviously corresponds to the player’s reaction to the games levels/mechanics/Narrative.

There are also 6 sub categories within Novelty - World, Predictability, Melodrama, Artistry, Puzzle and message. Looking at these I think there are two main things i wish to focus on and that is the World and Predictability.
My reasoning behind this is that I feel that creating a world that the player can escape into and let their imagination run wild with what might be going on outside where their character is, is just as important as the gameplay. Take the Warcraft franchise for instance (yes I had to get that in there ;P), there is a multitude of lore and extra’s that not only Blizzard have written but also fans. To me fan fiction and fan discussions about what is happening in a fictional world adds to how fun the game can be.
Predictability for example, means that the player could either explore the games mechanics or is given ‘base building’ mechanics for the game straight away. Looking at this I think a great way to design a level would be for the player to discover the mechanics as they go along. Maybe they are only told a few things as the start? But seeing as I would be aiming the game at a more hard-core audience, trial and error is always a nice mechanic to add to the game to make it a bit more difficult. This would also give the player a greater sense of achievement when figuring out a mechanic for the first time themselves, rather than being told about it by the game.

Challenge, includes Difficulty, Achievement, Order, Obligation, Work and cautiousness. The main things i want to focus on out of this category are – Difficulty, this is pretty self-explanatory how hard i want the game to be etc. and again thanks to a previous comment (Thank you Mariana! =P) I think a good way to go about the design, Especially for a more hardcore audience is to actually have difficult areas near the start as well as the easy areas. Mainly because I think holding the players hand and leading them through the areas going from easy to hard, would make the game feel more linear, rather than the free roam I am trying to create.

Achievement, I explained this a bit above with the players being able to discover the mechanics on their own. Of course some of the mechanics would have to be explained to begin with, but if the player is given a slight knowledge of what to do, for example – ‘You can mix spells together’ rather than ‘mix this and this to make that’ – When they mix a spell THEY want to mix, that would give a greater sense of achievement than the game telling them what to mix. Order, this is the offer of set completion mechanics to free play, this is definitely one of the main things I wish to focus on. I possibly want to have the game in no particularly set order, so the player can choose how they complete it; however when on missions within the ‘Domes’ mentioned in the previous post, there will be a sense of order.
Finally Cautiousness, this is how a player would react to certain situations, from running and gunning to tactically thinking of how to progress. Now with this I would like to take both major points and create a game with running and gunning to tactically things, as we all love to just shoot something for the hell of shooting something every now and then…Plus this could help create some pretty cool scenes. However I think to expand on the difficulty factor, a more tactical way to kill an enemy is essential. I’m going to go onto Warcraft again, but to me although the mechanics are simple
some of the bosses in the game are extremely difficult if approached in the wrong way and require 20+ people to take them down. To me that’s brilliant... as all those 20+ people need a leader to keep them all in check to make sure they’re all doing the right thing etc. So adding something similar to that (of course not to as grand a scale as 20 people) within this game is something i would definitely like to do.

 Stimulation, this includes Expression, Crowd, Role, Pace, Thrill and Joy. Pace and Thrill often come under the same meaning to me, because if I’m ramping up the pace of a level I’m also adding to the thrill of the section. These are two things that should always be considered when making a level as if the pace isn’t done correctly, then the player can easily become bored. This is one problem i found i had last year when creating my honours level, as because it took so long to figure out some of the puzzles, people lost interest and instantly went to the PC with the Xbox controller next to mine! Thrill will allow me to add some higher action areas around the map, but this can also come from the difficulty of the game as if it’s, a hardcore gamer would probably get more of a thrill out of it, especially when completing said task. This is where Joy would come into it as this means giving the player positive emotions such as happiness and delight, which they would get from completing a difficult task.

Harmony, this includes Trust, Integrity, Help, Cooperativeness, Glory and Compassion. Trust is one of the main things I’m trying to break. This is where the player will feel whether or not they will be betrayed (not just via storyline, but gameplay wise also.) I want to try and make them question if what they are doing is correct, but at the same time make them feel that it’s their choice to be doing what they’re doing, therefore breaking the rules! I’m such a rebel… Help is another one i wish to add to the game, due to this being about the player interaction as a support role. Mainly because the game will be having 3 characters, how are they going to help each other? Will one be needed for certain tasks? One mechanic that will be added is that they can power each other up, which is definitely adding to the support side.

Threat, this includes Tension, Provocation, Despair, Humiliation, Compulsion and Danger. Humiliation and Compulsion are the main things I want to take from this. Humiliation is about making the player feel self-conscious. Now of course i don’t want to make them self-conscious themselves to an extent that it affects their life. But enough to make them feel like it’s their fault that they’re not being able to complete a certain puzzle. Compulsion would then come into play with these types of tasks, as they would then try and try again and be compelled to complete it.

Of course I’m not going to be able to predict all players’ reactions unless I test what I want to do, but looking at some of the posts by William Davies who is also doing the MA (but is a year ahead of me) players actually react differently to how we think they will react. For example, when given the choice between a rickety old wooden bridge and a sturdy metal bridge with hand rails and supports, players didn’t actually approach them any differently. This is definitely something to take into account when creating my level.

Next time I will be looking into the Narrative!

So far so good! =P

Laters taters!

Tuesday 24 September 2013

Questions, questions and more questions....but only a few answers...

So, today was the first day of my MA and I slightly have an idea of what I want to do for it...

We brainstormed as a group about the different disciplines we all want to look at, mine being level design/Mechanic/Narrative. elping with everyone else's brainstorm gave me a few ideas to work with, which was a great help!

However, as Josh (my MA tutor) said, he will always ask us 'Why?'

Some of the questions I have asked myself so far for the game I will be working on this year are -

Who is it for?
Why will the level design be free roam?
Why will it be a Sci-Fi/Fantasy genre?
How can I try and break the rules of the usual designs? E.g Lighting to lead the player/Obvious trails.
Can I make a seemingly un-appealing place, appealing?
How can music influence the design of a level?
How can I create a 'Controlled' Free roam world, but still give a sence of free roam?

These are just a few questions I will hopefully find answers to! =D

Seeing as I will be trying to create a free roam world...without it actually being FULLY free roam, I have tried to come up with a method to do this. So far, the method is having Domes that are all free roam within, but are...I guess instanced? with certain paths between them that the player will be able to travel through in different ways, or some will be blocked/locked.


With this kind of layout it will be easy to block off access to certain points, and lead the player in the directions I want, but ofcourse with each dome being free roam they will hopefully think that the whole area is too; therefore having a controlled free roam environment. It may also be good to add a central hub that they can either be always trying to get too, or always return too, though this is used quite a lot in games now so I may try and switch that up.
Using this laytout, to access the different dome, i coul dadd different forms of gameplay between each area. For example, the player might be in a chase scene from the top left dome to the top middle dome or from the top middle dome to the central dome they could be hiking across a canyon. Either way it opens up a lot of opportunities as each dome can mean different scenery.
Also with this design instead of giving the player set objective and constantly telling them what to do and where to go, adding landmarks or areas of interest may also help to lead the player in the direction I want them to, but also make them think it was their own choice. For example, if there is a big statue that is always in view from every dome, I would hope that naturaly people would want to investigate this, which is exacty what I want them to do and in doing so will trigger the next part of their objective.

While trying to create this world, I also want to try and break the rules aswell. The main way I woul dlike to do this is by makinging a seemingly unappealing place, appealing. For example, Imagine you're walkign through a forest and you come accross a dark cave, or an oppening with a nice pool of water. Most people would probably go towards the pool of water... but what if you explored inside this dark cave and were able to try and tame a drake which you can then use to glide across the canyons you've been trying to get accross for hours previously? Then you'd probably want to choose the cave right? =P This is what I want to try and do, as If you had chosen to go for the pool of water you wouldn't have been able to progress in the game. So adding a reward and sense of achievement at the end of a dark dank cave, will make you want to explore inside more of these caves... though i might be harsh sometimes and make it all for nothing...you'd still be going into the cave you originally would have avoided... in which case I would have succeeded! 

And with that, that closes today's chapter of  my magical mystery tour that is my Masters...Any feedback would be greatly appreciated! and I hope you enjoyed the read!

Laters taters!

Monday 23 September 2013

The first post of what will hopefully be many more...

HEY! I'm Jason/Jay Ashcroft and I'm a Level Designer within the gaming industry. I've just started my MA in Games Design at UCLAN (University of Central Lancashire) and this blog is for me to document the development of everything I do of the next year!

I graduated a few months ago and got my BA (honors) in Game Design, During the 3 years I studied for this I realised my talents were best used in Level Design/Mechanics/Narrative. With my MA I will be helping in working on a game within a team, as the first title as an indie developer; focusing on designing the levels and also helping where needed.

During my MA I wish to explore different engines e.g Unity, to create levels in, though I primarily use UDK and most likely will be for the title I will be working on this year. I will also be challenging myself to create levels out of my comfort area so I can make them as enjoyable as possible for the game in mention.

So! saying that i will update this blog as much as possible, so any feedback from anyone reading this would be brilliant!

Laters taters!