What do you teach players?
Game designers are the people who 'put the theory into practice'. They think of questions like 'How can I show the player how to use the game mechanic?' or How do I ensure the player understands the game mechanic?'. Teaching the players how to use game mechanics is one of the first things a game designer must think about. The players' knowledge must come first. Physical rules of you environment, abilities of payer's in-game character, behaviour of enemies, and the game's reward systems are just a few examples of what a game designer must communicate to the player.What are the Level Design 'Golden Rules'?
First of all game designers should be consistent in their game mechanics. Teach players the primary/main goals of your game. It is not good to give players a difficult level without giving them the proper information as to how to play the game. It's like playing chess at an intermediate level when you're still in a beginners level. Obviously you will not do well because you are still a beginner and do not have the acquired skills for an intermediate level. It's the same way with any other video game. A game designer has to make sure that the players are ready and are fully prepared for the advanced level by letting them go through a safe environment level to learn the main goals of the game. Afterward, the players can then go to the difficult levels.
Goals
External goals are things that will make the company money. They are important and a high value for the company or developer.
Internal goals are derived from the game play implications that are described above. These are goals that give the player a sense of achievement.
So in terms of goals, gaming companies always try to achieve because of the success definition, external, and internal goals. Companies achieve these goals through game/level designs.
Linear Levels
Linear levels means that you are putting the player in a directed spot. Examples of these can be God of War or Uncharted. The players do not have that much freedom because no matter what they do in the game events occur no matter what. Players have to go along with the game play story guide despite what they want to have happen in the game.
Non-Linear Levels
Non-linear levels means that you are making the players feel like they are control the game. In order for this to happen you have to give the player enough tools in the levels to interact with the game. The only example I can think of for non-linear levels is Sims. Players has the freedom to basically do whatever they want like getting a job, going out, making new friends and so on. However, the players is somehow restricted to do just the tasks provided in the game. They still cannot really do 'everything' they want to do.
Semi-Linear Levels
Semi-linear levels have a hybrid between non-linear and linear levels. Several parts of the levels are free and other parts are controlled by designer. With semi-linear levels stories can be used to alter between linear and non-linear levels. A great example of this is Fallout 3. Players have a main quest but there are many side levels you can take to accomplish it. In our GDW game this year we will be using semi-linear levels. My team and I discussed that players will be able to fly around in their helicopters where ever they please but, they will still be required to accomplish the tasks for that level. We are still in the development phase but, hopefully we will obtain this internal goal in the end of next years semester.
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