10 Level Design Principles
By Dan Taylor from Square Enix Montréal
- Good level design is fun to navigate
- Clarity and flow
- Confusion ~~is~~ can be cool
- Good level design doesn’t rely on words
- Imagine a broken circle: a completing a level is like filling a broken circle / mise-en-scène: telling a story through level design (Bioshock is a good example)
- Providing player choice is a source of emergent storytelling
- Good level design tells “what” but not “how”
- Nebulous objectives
- Reward improvisation
- Parallel missions
- Good level design constantly teaches
- There should always be new things
- The brain finds discovering new patterns fun
- Learn. Play. Challenge. Surprise.
- Good level design is surprising
- Good levels are like rollercoasters
- Subverting patterns also make games fun
- Take risks (but test them ASAP)
- Good level design empowers the player
- Go big or go home
- Videogames are escapism, so deliver the fantasy
- The player’s influence should be visible
- Good level design is easy, medium and hard
- Risk and reward provides difficulty by choice, which is better than picking the difficulty in the beginning
- Games can have many layers of difficulty
- Good level is efficient
- Good levels are modular
- Bi-directional gameplay is a possibility if done properly (not backtracking, but giving many uses to the same space)
- Non-linearity gameplay allows a lot of playability, but it should relevant to the game
- Good level design creates emotion
- Videogames are legally art!
- Architecture is a source of inspiration in this sense
- To create emotions, you should work backwards: from the chosen emotion, pick the mechanics that support it
- Good level design is driven by mechanics
- “Books let you imagine extraordinary things. Movies let you see extraordinary things. Games let you experience extraordinary things”
- The stories in games are about the mechanics as much as they are the player or the narrative
- Games are the metaphysical medium
- Levels exist to showcase the game’s mechanics
- Re-use your mechanics creatively