- observational > strategic > navigational -
- environmental signposting -
-- visual language --
-- lighting --
-- geometry --
-- animations --
-- colour --
-- clarity/flow --
- confusion can be fun -
- explicit > give players exact info -
-- cut scenes --
-- npc directions --
- implicit > player figures it out -
- Emergent > story played makes in their head -
- Mise-en-scene ( environmental narrative ) -
- nebulous objectives > e.g. go kill this person -
- parallel missions > all missions open, do in any order -
- continuous tutorial -
- learn > play > challenge > surprise -
- roller-coaster pacing > intensity fluctuates throughout > predictable -
- inconsistency = fun -
- paradigm disruption -
- real life sucks -
- visible influence -
- risk vs reward -
-- multi path level design --
-- no difficulty select --
-- easy to spot --
-- hard to get right --
-- instant rewards --
- modular > quick to make, changed slightly -
- bi-directional > one way, and use it again -
- non-linear > other collectables to 100% the game -
- spatial empathy -
-- tight corridors = suspense/fear --
-- mazes = confusion/panic --
-- wide open spaces = isolation/epic scale --
- lies -
- subject = mechanic -
- composition = narrative -
- medium = level -
- showcase your mechanics -
Environmental signposting – Using the environment to direct your player where you want them to go. Colour, lighting, geometry, animation, weather, etc.
Explicit game narrative – The information you explicitly give your player. Cut scenes, NPC directions, physical signposts, etc.
Implicit game narrative – The information your player figures out on their own. Puzzles, mazes, hidden quests/items, etc
Emergent game narrative – The information your player makes up on their own. Roleplay element, choice, etc.
Mise-en-scene – The official term for environmental narrative and used in many disciplines including fine art, movies and of course videogames.
Nebulous objectives – Objectives that have more than one way to complete leading to player choice, emergent narrative and increased replay ability.
Parallel missions – Sets of missions or objectives which can be completed in any order again leading to player choice and emergent narrative.
Paradigm disruption – A completely different and unusual way of doing something that’s sometimes even the opposite of how it was done before.
Visible environmental influence – Refers to the players actions having observable consequences/changes to the games environment.
Non-linear objectives – Objectives with little or no relevance to the rest of the game used to get the most out of a playable space or level. Collectables are a good example of this.
Bi-directional gameplay – Utilising the same level in two different directions with different objectives and outcomes. Increases play time on the level without having to build another level.