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    Reaching Perfection, Chapter 13: Area Introduction - Ray Benefield

     

      About Reaching Perfection

    Spoiler

     

    Reaching Perfection consists of a series of short articles on Level Design, written by Ray Benefield over the course of several years. The articles were originally published on his website (www.reachingperfection.com), and are republished here on Next Level Design with permission from the author.  The subject matter is wide ranging, covering everything from Threat Zones, to Peer Review, to Cohesion, and many, many other aspects of level design.

     

    *Note:

    • These articles are a snapshot of the authors viewpoint at the time they were written, and should not be interpreted as 'truth' - take them as food for thought, and an impetus for discussion on the various topics.)
    • The website these articles were published on was focused exclusively on the Forge mode within Halo 3 and Halo: Reach, so there will be many references to Forge and these games.

     

     

     

    Missed Chapter 12? Read it here: Path Maps

     

     

    Intro

    I want you to think about all of the maps that have very important areas in them that players use to orient themselves and their teammates. Ever heard of people calling out the shotgun room? How about when players say that he is in the sniper tower? In order for player’s to enjoy the optimal experience on your map it is probably best for them to be able to understand where these areas might be, correct? Even more so it is probably best if players knew about every single area that exists on the map in order to allow them to make the best decisions possible, right? You tell me...

     

    Defining the obvious
    Hmmm so what is area introduction? I don’t know... maybe it is introducing areas to a player. But it is more than just that. It is showing players everything there is to a map. It is showing your players the options that they have when choosing where to go from where they are. Area introduction is a form of Path Manipulation that is used when a player is new to a map to show them major sections that are available to them. But why is area introduction so important? If a player explores enough won’t he/she find every place on the map eventually? Well sure, but it is more than just that. If I give you a dictionary eventually you will memorize every single word and definition in it if you read it enough right? No? Well why not?

     

    Tying things together
    Remember when we talked about how a player’s first impression of a map is extremely important? Remember when we said that Knowledge is Power and in order for a player to give a proper analysis of a map he needs to be introduced to the most important parts of the map? By mixing these two concepts we see the importance of teaching players the map as fast as we possibly can because we do not know how long a player’s first impression will last. You only have the player’s attention for a short period of time until you win over their trust. Once you win their trust then you have their attention for a long while. The key is proving to them that it’s a good map to play on. And in order to do that they have to know the important parts about the map in order to judge it well or their judgment will be skewed and you will lose them for a while because they didn’t know about that one thing that could have made their experience better.

     

    Giving them the tour
    So how do you show the player around without doing it yourself? How do you show the player the map while they are in the heat of combat and focused on winning the match? You already have a good amount of tools at your disposal. What does the player see in his first perspective? Is that a pretty blue room that has caught my eye? Oooo... look there’s a shotgun over there I’m going to go check that out. This place looks too open and will leave me too vulnerable so I’m going to go see what’s over here instead. You see what I did there? By mixing spawn perspectives and eye catching you can show off the blue room. With incentives like a shotgun you can show people the shotgun room. Using deterrents and traffic control you can encourage people to take a look around somewhere else. All of these things relate in the greater sense of Path Manipulation. Now that you know how important area introduction is... go use it.

     

    Read Chapter 14: Essence

     

     

    Follow Ray

    Twitter: https://twitter.com/RayBenefield

    Mixer: https://mixer.com/RayBenefield

     

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    Article Preview: It's important that players can quickly acclimate themselves within a space. How can you help them understand their surroundings and potential options in as little time as possible? This chapter focuses on some of the tools that are at your disposal.


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