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About Reaching Perfection Missed Chapter 28? Read it here: Perspective Direction Intro Ever wonder what makes a spot easy to control compared to other areas of a map? It isn’t always just the amount of pathways that lead to it. There are many factors that can determine whether an area is easy to control or hard to control, but one of the main factors is the degree of focus that the area requires for control. What is degree of focus? Well let’s find out. Sphere of attention The degree of focus refers to the amount of area that a player must focus on visually in order to fully lock down an area. A completely open flat field requires 360 degrees of focus laterally and vertically... a full sphere of attention. In order for a player to fully control that type of area they have to divide their attention everywhere and stay vigilant at all times. Now on the opposite side of a coin, imagine a room with one entry way into it that can be watched without moving one’s perspective. The doorway serves as the only area of focus. The given area hence has a very minimal degree of focus required to lock down that area. An area with a high degree of focus is typically not desirable, while an area with minimal degree of focus is typically very advantageous as it allows a player to divide his attention less. Path Manipulator Degree of focus is a very important thing to pay attention to for popular areas and main pathways. A low degree of focus can actually serve as a very strong incentive for many players acting as powerful as a sniper rifle or rocket launcher, as it gives them the ability to focus all of their attention with very little perspective variance. Increasing the degree of focus of an area can lessen an area’s incentive weighting and too much can actually become a strong deterrent. A large open area in the center of a map is a very popular technique to stop players from taking the quickest route as it has an extremely high degree of focus and is very hard to be in for any given amount of time. These areas are also popular places to situate powerful incentives like the rocket launcher as the high degree of focus lowers the incentive weighting of the rockets serving as a counterbalance to its power. And areas like a room with minimal entrances are great incentives to encourage players to move as they offer a sense of security. Degree of focus can serve as a powerful path manipulation tool if used correctly. More than just multiple paths Just having multiple paths to an area does not guarantee that the area will have a higher degree of focus. Degree of focus is based on how many perspective directions are required to lock down the area. If all three paths in a room can be watched from one perspective then the room is just as easy to lock down as a room with only one entrance. Requiring more perspective variance to control an area will also help decrease an area’s incentive weighting. Keep in mind that degree of focus includes the third dimension. Aerial combat is becoming very popular as a game mechanic. Placing a roof above an area can help reduce the degree of vertical focus while still keeping the high degree of lateral focus to help create the experience that you are looking for. Degree of focus can make or break a map and it can also be the focus of a map’s essence. Players love having tons of control over situations. As a designer, you control how much power they get. Read Chapter 30: Application 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://discord.gg/RqEy7rg
About Reaching Perfection Missed Chapter 27? Read it here: Reputation Intro Are you still having problems getting players to find the incentives that you have placed around the map? Do players just walk past weapons laying around the map despite the eye catching techniques you used to draw attention to them? There’s more to getting people to notice things than just using color contrast. Have you ever thought about their attention being drawn elsewhere in that situation? Point of Focus When in a combat situation players are constantly maneuvering their focus to things that they feel require their attention at the time. If someone is shooting at them then their attention is drawn to that deterrent, not the weapon lying on the ground beside them. If the capture the flag waypoint is straight across the map then their attention is going to be towards the shortest path to get to it, not the sniper rifle that is sitting comfortably in a cupboard behind them. If there is a rocket launcher sitting high up on a pedestal with lights shining all over it they aren’t going to notice the hidden shortcut that is off to the side out of their view. Standing in their shoes When trying to draw attention to something think about the most likely places that a player is going to be; whether it is coming in through a doorway, hiding behind cover, or sitting at a control point. Now imagine the player’s current priorities and where their point of focus is; this could be any possible threats, any obvious incentives, the next objective, etc. Now in your mind draw a sample of their possible perspective based on their focus point and position. Use that as a guideline as to what the player is looking at. Place what you are trying to draw attention to in that perspective keeping in mind the rule of thirds, color contrast, and other eye catching techniques. If you know a player is moving around a lot, keep in mind the possible perspective variance and plan accordingly. This technique can be used in a variety of ways. You can use it for area introduction, deterrent warnings, incentive presentation, and other such instances. This is similar to the way that you setup spawn perspectives except that a spawn perspectives direction is always known. Perspective direction is about making an educated guess and imagining yourself as a player, not as the designer. A third dimension When considering a player’s perspective direction it is easy to keep in mind that they can be focused anywhere in front of them, behind them, or to either side of them. Most designers forget that there is a third dimension in most games. Imagine a ramp. If a player is sitting at the bottom of the ramp and their path map reads that they are likely to be going forward over that ramp where is the player’s focus point? It isn’t straight ahead because then their perspective is filled with the ramp. Their perspective direction is towards the area of highest possible threat. When sitting at the base of a ramp that area is typically the very top of the ramp. So placing an incentive at the very bottom of the ramp is probably not a good idea as it is out of the player’s perspective. Always put yourself in your player’s shoes. Remember that they don’t know your map like you do. So show them. See your creation from their eyes, not from yours. Read Chapter 29: Degree of Focus 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://discord.gg/RqEy7rg
About Reaching Perfection Missed Chapter 18? Read it here: Patience Intro When playing a map if you see a set of explosives you tend not to worry too much about them until you are in their proximity. If you see a player with a shotgun you tend not to be too worried until he gets up close and personal. If you see someone on a turret from sniper distance they tend to not bug you due to the turret’s spread of fire. All deterrents have a set area where they are most effective and where they aren’t very scary. I call these areas around a deterrent a Threat Zone. Threat weighting Understanding the threat zone of a deterrent is important to placing them effectively throughout your map and controlling their effectiveness. A threat zone is more than just an area that a deterrent affects. Imagine the zone being cover by a very opaque color where it is most effective and the zone getting more transparent in areas where it is most ineffective. For example a shotgun has a very opaque center at point blank range, but as you observe the zone farther out it gets more and more transparent until it is completely ineffective. Sniper type weapons tend to have an opposite style for their threat zones. Typically the closer you are to the origin of a sniper the more difficult it is for the sniper to kill you. So in this scenario the area around the sniper would be very transparent but as you get farther the zone would get more opaque up to its max range and the get more transparent to represent the more difficult longer shots. Static vs dynamic Static zones are typically the easiest to manipulate and control. They typically don’t move from where you place them. Good examples of these static zones are explosives, turrets, poisonous areas, etc. The real difficulty is learning to control dynamic threat zones. All players are threat zones as long as they hold the ability to disturb you in your pursuit of a goal. The problem with players is that they are technically uncontrollable and unpredictable. The best way to control a player is to use path manipulation and path maps in order to best observe how they will move. Keep in mind where you place weapons or anything that may change the player’s threat zone. If you place a sniper rifle on the top of the base it is a good chance that a player up there will pickup the sniper rifle and have their current threat zone be weighted more towards long range. If a shotgun is in a hallway it is probably safe to assume that any player that is down there may have the shotgun and has a very heavily close range weighted threat zone. Assumption of threat zone Players will make decisions based on assumed threat zones. If players see a person in the shotgun tunnel there is a certain distance away from that area that they feel safe traversing by assumption. The reverse is true if a player sees someone around or near the sniper spawn. He assumes that the player has the sniper and is more cautious at long range but more aggressive at close range. Use this knowledge to help adjust certain areas of your map. If you know a certain area is vulnerable to the sniper’s threat zone that originates where the sniper spawns then add things accordingly. Understanding what sort of threat zones a player may have in certain areas will help you make decisions on how and where you want to push players on the map. Read Chapter 20: Safe Spawning 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://discord.gg/RqEy7rg