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  1. About Reaching Perfection Missed Chapter 7? Read it here: Combat Congestion and Traffic Intro So I have introduced you to perspectives, which in short are screenshots of the player’s view; everything that a player sees, all of his options, any incentives in his view, or anything else of interest all in one screenshot that can be observed as a picture. Now I’m going to teach you how to move that perspective so that you can control exactly what your players see. The funny thing about humans is that we are curious and we love shiny things or anything that points out of a given scene. Using this knowledge to our advantage is something that I like to call Eye Catching. The basics Eye catching is a pretty self explanatory term. It is using various techniques to “catch” the human eye. This technique is used in millions of pieces of artwork, so why not utilize it in a perspective if a perspective can be seen as a picture? The human eye can be drawn by a ton of different things; like light differences, color contrast, size, distance, shapes, etc. It is your job as the designer to decide which type of attention grabber you want to use on your map. Pick something that fits with what you are doing anyways. Making a dark map for some sort of zombie gameplay? Then use lit objects to attract attention. Maybe your map is quite purple from the covenant theme you’ve created. Well yellow stands out quite well in a purple background, and is sure to grab your player’s attention. The results In a picture when you grab the viewer’s attention they move their eyes towards the designated “eye catcher”. When in a game players do the same thing; moving their eyes towards the “eye catcher”. However in a game moving a player’s eyes causes a change of perspective and makes a new picture for us to use and analyze. Learning to transition between new perspectives is a powerful skill allowing you to fine tune not only the player’s movement, but also exactly where your player is looking and when. Remember that if a player is in the middle of traversing a map, typically changing the direction their eyes are looking will tend to make them gravitate towards that area. So not only do you get to control the direction the player is facing, but you also control where they decide to move. Not bad for applying art theory to a video game, eh? Applying the technique So now you’ve got this basic understanding of changing the player’s perspective, but how should one use it for level design? How about using eye catching techniques to attract players towards incentives? Or maybe you can use eye catching to warn players of a deterrent ahead. How about just introducing a new area of the map? Eye catching is part of the major concept that is Path Manipulation. Controlling your player allows you to tweak what they feel, what they see, the decisions that they can make, and overall the true experience that they have while playing your map. This is a technique that can be used everywhere in your map and knowing when to use eye catching and when not to is a delicate decision. You know those papers that say “Turn the page to see how to keep a blonde busy”? The same concept is applied in this situation, eventually the player will catch on. Meaning that eventually you have to vary your techniques and use eye catching only up to certain point. Pick your uses carefully and use this powerful technique wisely. Read Chapter 9: (to be updated) Follow Ray Twitter: https://twitter.com/RayBenefield Mixer: https://mixer.com/RayBenefield Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp
  2. About Reaching Perfection Missed Chapter 6? Read it here: Incentives Intro Have you ever taken the time to wonder why most maps are designed to have multiple paths? Most people just blindly build their maps to have multiple paths because it has become a simple standard base rule that everyone follows. I feel that it is important to completely understand why standard practices exist in the industry. Take the time to imagine a Halo map with only one path between two flag points. Everyone just ends up clashing over and over again in the center right? This is a phenomenon that I like to call Combat Congestion. What’s wrong with it? So what’s wrong with everyone running into each other and just shooting to try to kill someone? Nothing if that is what you want. It creates simplistic gameplay because it removes the skill of out-smarting your opponent based on path selection and cutting him off. Not only that, but there is no order to 8 people running at each other at once. It is hard for players to choose their target so it ends up being chance that you only get shot by one person or the whole other team at once. Dying to 4 people at once happens a lot faster than just 1 or 2 guys. You end up having no time at all to plan out your attack and if you don’t have any time at all to use skill or strategy then what fun is that? The concept of Traffic The basic concept of traffic is an observance of how players are spread out on your map. If you have too many players traversing one area then maybe you should spread them out a little more. The more players that go through an area the higher chance of combat congestion happening. And as discussed, this is something that we need to avoid as it is no fun to the player. Avoiding the chaos So having one path can cause combat congestion, that’s pretty simple to understand. Well having multiple paths around the map isn’t magically going to solve this problem. You have to use a variety of Path Manipulation techniques in order to get your players to spread out and to reduce the chance of combat congestion happening on your map. A ton of tricks exist for what I call controlling traffic, and you’ve already learned some of them. Incentives can be used to force players to take paths that players normally wouldn’t. Deterrents can be used to discourage players from taking commonly traversed paths. But Incentives and Deterrents can’t just exist on the map. They end up having no effects on a player if the player is unaware of them being on the map. Remember that talk on Knowledge is Power? You have to use techniques like Eye Catching, Area Introduction, Color Contrast, and Screen Real Estate. But in order to understand those techniques and fully apply them you have to be able to think in Perspectives and observe Perspective Variance. So again why do all of these things? Because combat congestion is one of those things that will cause a poor First Impression for your map, and we already learned how bad that can be. It is one of those things that is frustrating to experience because nobody enjoys just running in and dying. They enjoy using their skills. This was your first combination lesson where I tie everything that you’ve learned so far and everything that you will learn together to help you grasp the bigger picture. Hope you enjoyed it. Read Chapter 8: Eye Catching Follow Ray Twitter: https://twitter.com/RayBenefield Mixer: https://mixer.com/RayBenefield Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp