Sign in to follow this  
Followers 0
Takka

Balanced Gameplay Design - Guide

13 posts in this topic

Added a couple important lines to the Level Design section:

 

Quote

Flow habits will be based heavily on where players feel in control, meaning they'll seek predictive engagements, such as narrower fields of play where the variables are fewer. This can sometimes be counter-intuitive, as such paths tend to generate the highest traffic, but predictability goes a long way in making one feel comfortable, regardless of effectiveness. So to maintain relevant flow, less-linear alternatives need to feature strong incentive.

 

This is something I didn't fully realize the impact of, until Ice Floe.

Pfhunkie likes this

Oddly, this is familiar to you... as if from an old dream.  

Share this post


Link to post
Share on other sites

Tiddy-bits:

Holy crap. After 3.5 days now I've pretty much rewritten everything in the OP.

 

It's been about 12 years since a full rewrite (this was on ModHalo before OC launched), and I figured it was time. Everything should be so much clearer and easy to read now!

Java, Enclusion and Sunstriker7 like this

Oddly, this is familiar to you... as if from an old dream.  

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0
  • Recently Browsing   0 members

    No registered users viewing this page.