Post by a Chunk on Dec 28, 2018 16:45:39 GMT
Read article on our new site: www.nextleveldesign.org/index.php?/featured-content/articles/fps-and-tps-multiplayer-basics-r15/
There are some considerable differences between single player and multiplayer level design. In a single player game you have a lot more control on how the player is manipulated, but with multiple human players you can’t as accurately foretell how they will act and react to each other. This is also the beauty of it all, as it generates a lot of tension and increases the excitement of the experience. Outsmarting another human opponent is far more rewarding that taking down AI.
Single player levels are created with a limited amount of objectives in mind that once completed the player will then progress to the next level. The player may choose to replay this level on subsequent play through attempts, but even then the amount time spent playing it will still be fairly little. The amount of time to be spent by a player in a multiplayer level is to be quite extensive, meaning that there is the risk of boredom if the level doesn’t provide enough options. Also the time spent in these levels means that any faults or weaknesses of the map will be discovered and exploited, leading to unbalance.
Single player levels are created with a limited amount of objectives in mind that once completed the player will then progress to the next level. The player may choose to replay this level on subsequent play through attempts, but even then the amount time spent playing it will still be fairly little. The amount of time to be spent by a player in a multiplayer level is to be quite extensive, meaning that there is the risk of boredom if the level doesn’t provide enough options. Also the time spent in these levels means that any faults or weaknesses of the map will be discovered and exploited, leading to unbalance.
From here, Zi goes on to cover the following aspects of level design in some detail:
- Process - What should you focus on?
- Core Mechanics - Leverage the unique mechanics of the game you're designing for
- Player Tactics - Accommodating various playstyles
- Game Modes - What are you designing for?
- High Concept - A big idea
- Size - Why size matters
- Layout - Balancing complexity
- Flow - Layering flow patterns
- Choke Point - Where and when
- Combat Areas - limiting predictability
- Navigation - Landmarks
- Weapons/Items - Ideal locations
- Balance - Crafting fairness
- Terrain/Architechture - Building variety and verticality
- Navigation - Visual distinction
- Playtesting - Identifying problems
Summary:
The desired achievement of a multiplayer map is:
- Durability to still remain fun even after countless hours of play
- Accessibility through clear navigation of the map
- Allow players to get into the action quickly
- Provide options for countering the enemies position
- Design around the core mechanics of the game
- Allow for variable tactics to lead to success
- Support multiple modes of play
- Minimise the advantage of players who know the maps well
Read the complete article to find out how to achieve these goals - zipeters.com/2012/10/31/fps-and-tps-multiplayer-basics/
Do you agree with the goals Zi has listed? What other goals do you set for your levels?