Level design basics: flow effect or how to keep the player from getting bored

Level design basics: flow effect or how to keep the player from getting bored

Flow or flow in level design is the art of guiding the player through a level. It's not just limited to the layout, it also includes the pace and challenges that the player encounters as they progress.

Most of the time the player should not get stuck. Of course, such moments can be used for reversals and other unique game design features. The problem arises when a dead end is just a dead end.

This is the first part of the material about the flow, in which I will talk about the types of flow. In a simple example, the player would follow a linear path through a door, something any level designer could replicate.

Path 1

Level design basics: flow effect or how to keep the player from getting bored

Everything is fine here if the goal is just to cross the space. However, it would be nice to add variety.

Path 2

Level design basics: flow effect or how to keep the player from getting bored

Here I decided to play a little with the geometry and added a turn to the right. Still very simple, but it adds extra depth: for example, as a surprise for the player, you can spawn enemies around the corner.

Path 3

Level design basics: flow effect or how to keep the player from getting bored

Here I've used a loop, there's an elevator and a bit of layering, which makes the space more interesting and less flat. The player needs to reach the button to open the door. A good rule of thumb is that you should be able to see what you are unlocking when you press the button.

People rarely understand and remember what has happened or is about to happen unless they get an immediate response from their action. This is because the door, elevator, or any other obstacle no longer exists in their brain's working memory.

Path 4

Level design basics: flow effect or how to keep the player from getting bored

Here I have added a loop within a loop. The player's path is laid out seemingly straight, but suddenly the floor falls through. The player falls into a pit and is forced to quickly navigate a new area, fight monsters, or find a way out. A simple but very effective way to make the level more interesting.

View from above

Level design basics: flow effect or how to keep the player from getting bored

Conclusions

  • Straight paths are fine if you just need to traverse space. If you have several direct paths, then it is worth adding variety: turns or interactive elements.
  • The player needs to see what happens when he interacts with something.
  • Dead ends are fine as long as they lead to something else. Otherwise, they are just dead ends without any meaning.

Source: habr.com

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