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    Reaching Perfection, Chapter 5: Deterrents - Ray Benefield

     

    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 4? Read it here: Perpectives

     

     

    Intro

    What makes players move around the map the way that they do? If their goal is straight ahead, what makes them detour to the right? What delays them from having the chance to win the game? There are a couple answers to this question, but there is one answer in particular that is more prominent than the simple placement of a Rocket Launcher or the Sniper Rifle. It exists in a higher quantity than weapons, power ups, armor abilities, and cover combined. Yup... you guessed it based on the title of today’s lesson; Deterrents.

     

     

    The definition
    By definition a Deterrent is something that discourages something else from proceeding. Several synonyms exist that may help you better understand what a deterrent might be; impediment, hindrance, disincentive, etc. Deterrents are the most prominent tools of Path Manipulation, however they are one of the least bit utilized and researched tools. A deterrent can be many things. If you see your opponent straight ahead, you change your short term goal to account for him by moving to cover, or preparing an ambush, or simply avoiding the confrontation. If you know the location of the sniper on the opposite team you maneuver in order to stay out of line of sight. If several fusion coils are in your direct path, you cautiously work your way around them in fear of the opposition killing you with one shot. Anything that threatens your chance of winning can be considered a deterrent.

     

     

    Limitations of “discouraging”
    The word discourage is one that suggests that deterrents do not always work, which is true. Maybe the main reason why deterrents are not talked about much is because they are not always a sure fire way to get players to move around the map. Some players are stubborn and seek to fight against the odds. Some players are just too skillful to allow such a hindrance stop them from moving forward. Do not fully rely on deterrents to move players around when you start to fully understand them. However do not completely disregard them as useless either. With the right adjustments and tweaks to the map a turret or other deterrent can be a force to be reckoned with and will become a true path manipulator. Learning to control planted deterrents as well as dynamic deterrents is a skill that cannot be overlooked when trying to perfect one’s level design theories. Learning when and when not to use deterrents or any theory for that matter is what makes perfection so impossible to achieve. However the more you learn the closer you can step towards the unreachable goal of no flaws.

     

     

    Just the beginning
    There is so much to deterrents that one can analyze. Everything will be covered over time. Deterrents are a big part of controlling a player’s movement around your map and can serve to be quite useful if utilized properly. Studying deterrents will require that you understand that while you have the ability to add deterrents around your map such as fusion coils and turrets, deterrents are created and destroyed constantly throughout the playtime of your map. Dynamic deterrents are a difficult concept to grasp, so learning the basics first are important. Once you do that you will have the power to completely weave the situations that your players encounter.

     

    Read Chapter 6: (to be updated)

     

     

    Follow Ray

    Twitter: https://twitter.com/RayBenefield

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    Article Preview: In this weeks chapter, Ray Benefield introduces us to deterrents, which can be loosely defined as 'stuff that discourages players from doing something'.


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