by David Milam and Magy Seif El Nasr
This is very similar to the "Design Patterns in FPS games" article however, it is very much more generalised to be less specific to FPS games. Again the article talks about how there are 'patterns' in level design and goes on to say how there are two types of goals associated in the games in the five patterns. A design goal and a 'Non-Goal'. A non goal refers to optional objectives that the player does not NEED to do..but can do. A Design Goal is a goal that purposely exists and contribues to level design.
They also outline different ways to influence player behaviour within the game. Such as using light as a means of guiding the player for example.
No comments:
Post a Comment