Post by icyhotspartin on Jun 14, 2019 18:28:30 GMT
Multi-player Level Design by Thomas Buijtenweg
Read this article at our new site HERE: www.nextleveldesign.org/index.php?/featured-content/articles/multiplayer-level-design-a-presentation-r101/
As with many of the articles and guides you'll find on this site, this one is a hyperfocused and concise distillation of what it means to design a level for players to experience - in this particular case, a competitive multiplayer level. Thomas Buijtenweg whips the reader past the important pillars of multiplayer level design, starting with the oldest game in the book and ending up at the fastest game in the book, at a pace equal to that of the Quake characters in his embedded videos.
Seriously, it's fast, blink and you'll miss it speed - but it illustrates the cruciality of identifying and utilizing principles in your design process. The examples, distinctions, and explanations he provides are of enormous value to those willing to put them into practice - they illustrate exactly what a designer has to consider when building a level for competitive play.
Give it a read. Give it two reads. Give it three. It's an excellent primer for newer designers, and an excellent reminder for those who've got years of experience under their belts. The full presentation is linked below.
- icyhot
PS: Please pardon the formatting, under construction...
Excerpts
Player motivation “Surviving long enough to shoot, kill (annihilate) and preferably humiliate your opponents.” This requires: • an opponent • a weapon (preferably a big one) • any kind of buff I can find to increase my chances of winning. “Surviving long enough to shoot, kill (annihilate) and preferably humiliate your opponents.” This requires: Fragging them a lot more then they frag me, preferably without taking damage and a big flashing scoreboard that tells me how great I'm doing. Players will do anything to get that winning edge. Players will break your game, either the map or the game mechanics, or both in order to get the advantage they need to win. Know your game: If you know about the exploits in your game you can design around them, or simply accept them and include them into the design. |
Read the full text here: sassybot.com/resources/presentations/Multiplayer-Level-Design.pdf
Follow Thomas
Linkedin: www.linkedin.com/pub/thomas-buijtenweg/64/389/20a