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The makings of a good Action game:

Part One

 

I will simply go to the basics. What works today, right now, more than say what used to work well.

 

    I remember thinking often what a lucky S.O.B  I am as this "Character" who I now embodied my self into.                          What I mean by "lucky" is the way the maps always have a simple solution to a problem. That there are to few consequences for a wrong turn or a bad decision during game play.  I always seem to find that "key" I need just by back tracking a bit through an alternate corridor, Luckily there is always a "ventilation shaft where I need it where otherwise the room I wish to enter is otherwise "Inaccessible".  

Call it a "Suspension of disbelief" as one gamer quipped to me after I had posted  a similar statement.  I seen some games make it too hard to find your way through a map, there it goes to far. It's a fine balance. You'll hear that phrase alot if you ever talk to or read an interview with  game developers/level designers.  

Making the "bad guys" drop you too easy would be in fact more like real life but it doesn't fare well with gamers. (I myself got sick of it in "Blood")

From this you learn that you have to know what a gamer wants as far as "realism" goes.  The newer trend seems to be coming to having precise target points on characters.  Where you can shoot at different parts of the charactors body.

This would be great if you can optionally turn it on/off.  But if you ever tried to shoot these guys with a joy stick before, and I know you have, well this is only a plus maybe for deathmatch point games.  Otherwise it will slow down a single player level too much.     Another example of "too hard to Kill" monsters is "StarFleet Academy", and I get sick of shooting 100 times at an enemy craft, just to disable it.  I need better "flow" as many gamers do.  I loved those Duke Nukem' levels where you "laid out" a 'Lizard Trooper with a single shot gun blast!   Call that the other aspect.  Monsters can't be hard to kill! Only "Bosses", that is if you want you player to keep playing.

You have to abandoned the "believable" only in support of player entertainment.   And adapt the more believable "realistic" elements as it has proven to be entertaining for the gamer.    Simply use a little psychology here as you will in many other parts of the game design.

Remember also as far as "Puzzle maps" go, It is better to make an "Easier" map with less "puzzles" then a map that is too hard to keep the player playing. After all it's called an ACTION GAME, so keep the adventures down to a balanced entertainment factor and keep the game moving. This is always proven to work well, else Quake I would have sold alot less, and acquired less than adequate reviews.

Two examples of this using the same engine technology:

Shadow Warrior - Good, not to hard to finish levels, monsters don't waste you too easy, monsters aren't too hard to kill.

Blood - The levels aren't all that hard to complete.

Summery so far:

A) Make monsters that can't kill you so easy, unless it's a "Boss", then place one one or two in a each map.

B) Make monsters that won't be to hard to kill. (refer again to a well balanced "Duke Nukem3D", a perfect example.

C) Make maps less "Fluid" unlike Quake I,  but don't make them with to hard of a puzzle as "Mysteries of the Sith" did, for        example, in a few levels.

 

STORYLINE:

Now back to the "suspension of disbelief" element.  I mention in the "Unreal" discussion board, (well okay, criticized), how the Story that Unreal had was totally non-existent.   This brings me to "Goals/Mission", make each level with a good mission worth completing.  Indiana Jones enter the Cave, passed through booby traps, and fought Nazi's  for something right?        Call it the "Golden Fleece", In Unreal the game you have only one goal: "Find a Ship". Then you pass one up in the second level.  Then the ending is: "you finally get a ship that has just enough Fuel to launch off the planet and break the gravitational pull, where you now sit in a drifting ship waiting for "someone" to rescue you.

Unreal as for the story goes:

Bad story, good start in level one but now what? Nothing....

No Mission Goals per level, as you wander aimlessly in every level looking for a ship.

No valid /worthy goals to accomplish as you successfully complete each level and slaughter more Skaarj enemies

Lousy ending

Like the first Quake...(no comment)

 

Compared to JediKnight & Mysteries of the Sith:

Great on all the aspects that Unreal failed in as mentioned above..

Excellent Movie cuttscenes, that draw you more into the story.

The levels seem to be built around the story's design, as dramatic timely events occur during the game including in Game cuttscenes. Thumbs up!

 

Tips for good level/game design of the 3D first person shooter Genre:

1) What would you do in that situation? Ask yourself  this often. 

2) Don't make it a simple path, make a "forked" alternative pathway that may bring danger and lead you away from the true exit.

3) Try to make the level fit into the story not just be a random event.

4) Add a important mission element or a worthy goal. Luke Sky walker got to Rescue the Princess and Blow the deathstar in the finale'. A good story makes a good game often if well planned to the level design. After all you are truly trying to make the player feel as though he/she is in an action/adventure flick somewhat.

5) Place monsters in the game as though it was a "Haunted house" sometimes, to "scare" the player. Walking down a dark corridor, sometimes silence is golden...it intensifies you bringing out your primal fears. Then suddenly out comes a monster!

This brings me to....

Effective "movie like" action: Just think of levels one and two in "Unreal"-

Level One: Upon entering a connecting hall you try a door it's locked! But wait there's something in there, Oh my god people are getting butchered! Your heart starts beating louder as you try to reopen the entrance where you came. Now the Gun blasts stop, the door opens! Uh Oh!  Great stuff man!

Level two: In a sentence..remember the lights that pop off one by one until your sitting in total darkness? Then a Creatures growl...Damn! This is what I am talking about. Think movie, where they did here, and later they "quit" on this.   You can keep the level effective just with the proper mood light.  remember the tension in "ALIEN" when they wandered the dark lower decks looking for this creature? Ah yes the drama!     Try to remember the effect elements from you favorite action flics, and you'll find a way to use them in your level/game.

 

This Lecture continues...