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Level Design Lesson 13: Area Introduction

Today's lesson covers the importance of using techniques to "introduce" areas to a player and encourage them to visit these areas more often if need be.

Raymond Benefield, Blogger

September 22, 2010

4 Min Read

[This was originally posted on my personal blog www.reachingperfection.com]

[Forge Lessons is a level design series that I have written for the halo forge (the simplistic in-game level editor) communities. While it is tailored towards Halo multiplayer map design I feel that it covers general level design very well. I would love everyone's opinions on how these lessons can translate into other games and genres like the Call of Duty series, the Unreal Series, RTS games, platformer games, etc.]

I want you to think about all of the maps that have very important areas in them that players use to orient themselves and their teammates. Ever heard of people calling out the shotgun room? How about when players say that he is in the sniper tower?

In order for players to enjoy the optimal experience on your map it is probably best for them to be able to understand where these areas might be, correct? Even more so it is probably best if players knew about every single area that exists on the map in order to allow them to make the best decisions possible, right? You tell me…

Defining the obvious

Hmmm so what is area introduction? I don’t know… maybe it is introducing areas to a player. But it is more than just that. It is showing players everything there is to a map. It is showing your players the options that they have when choosing where to go from where they are.

Area introduction is a form of Path Manipulation that is used when a player is new to a map to show them major sections that are available to them. But why is area introduction so important? If a player explores enough won’t he/she find every place on the map eventually?

Well sure, but it is more than just that. If I give you a dictionary eventually you will memorize every single word and definition in it if you read it enough right? No? Well why not?

Tying things together

Remember when we talked about how a player’s first impression of a map is extremely important? Remember when we said that Knowledge is Power and in order for a player to give a proper analysis of a map he needs to be introduced to the most important parts of the map?

By mixing these two concepts we see the importance of teaching players the map as fast as we possibly can because we do not know how long a player’s first impression will last. You only have the player’s attention for a short period of time until you win over their trust.

Once you win their trust then you have their attention for a long while. The key is proving to them that it’s a good map to play on. And in order to do that they have to know the important parts about the map in order to judge it well or their judgment will be skewed and you will lose them for a while because they didn’t know about that one thing that could have made their experience better.

Giving them the tour

So how do you show the player around without doing it yourself? How do you show the player the map while they are in the heat of combat and focused on winning the match?

You already have a good amount of tools at your disposal. What does the player see in his first perspective? Is that a pretty blue room that has caught my eye? Oooo… look there’s a shotgun over there I’m going to go check that out. This place looks too open and will leave me too vulnerable so I’m going to go see what’s over here instead.

You see what I did there? By mixing spawn perspectives and eye catching you can show of the blue room. With incentives like a shotgun you can show people the shotgun room. Using deterrents and traffic control you can encourage people to take a look around somewhere else.

All of these things relate in the greater sense of Path Manipulation. Now that you know how important area introduction is… go use it.

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