Tag Archives: Level Design

Revisiting Choice

A while back for my team’s developer blog, Sketch Quest, I wrote a few articles about the different aspects of player choice in video games (mainly ours) and how to properly make a player feel powerful.

This seems to have taken a bit of an estranged path as we’ve been handed a golden ticket – players don’t need to choose everything. This has (believe it or not) been quite a revelation for us, and has validated some original design opinions of mine. That being said, my opinion of the direction our game was different from the direction we ended up going, it’s only validated because it appears that the direction I wanted to head was actually the best way of making the game the rest of the team wanted.

Naturally, when a player is given a choice they take a little while to consider the options and make a decision. In the case of video games this decision is made only to give them the highest benefit, and is rarely a visual choice. Players are actually very intelligent when they’re given the time to think about a decision; I know, it caught me by surprise as well.

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Taking Advantage of a Good Thing

On a similar note to my post yesterday regarding operant conditioning, I want to talk briefly about loopholes and shortcuts, as far as game design is concerned.

A lot of people are very stubborn about their own designs, and will stick to their guns when they’re designing a game. This is often the cause of the infamous relationship between the designer and the producer.

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Operant Conditioning

Way back in a simpler time (mid-20th century) a man named B.F. Skinner came across regimental experimentation by giving his rats less food pellets for every time they hit a lever, to save food and money.

A lot of the time in game design, people come across magnificent processes for design (like B.F. Skinner did for psychology) that they don’t quite understand (unlike B.F. Skinner) or exploit properly.

Coming across a process or a design that people find desirable often doesn’t go far enough these days.

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