Bounce (level design): Difference between revisions

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(AM - more emphasis on design, rather than visuals or story)
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==Description==
==Description==
[[Image:bounce_diagram.png|A symbolic diagram of a bounce - it begins in a room with an obstacle (locked door, force field) and leads to an event that destroys this obstacle (disaster sequence, physics puzzle, button pushing), thus allowing the player to backtrack and proceed. |right]]
[[Image:bounce_diagram.png|A symbolic diagram of a bounce.|right]]


A bounce is a layout element that guides the player to an area which exhibits some kind of change, then leaves him to backtrack and utilize this change. In some ways, it is similar to a [[loops (level design)|loop]]; accordingly, it also shares similar advantages.
A bounce is a layout element that guides the player to an area which exhibits some kind of change, then leaves him to backtrack and utilize this change. In some ways, it is similar to a [[loops (level design)|loop]]; accordingly, it also shares similar advantages. It begins in a room with an obstacle (locked door, force field) and leads to an event that destroys this obstacle (disaster sequence, physics puzzle, button pushing), thus allowing the player to backtrack and proceed past the removed obstacle.


===Resources===
===Resources===
In terms of resources, bounces are incredibly efficient. You're effectively using the same rooms and areas twice.
(bounces are efficient - effectively using the same area twice)
(bounces are efficient - effectively using the same area twice)


===Guidance===
===Guidance===
The use of the same environment allows for easy guidance of the player from his or her objective. So, once complete, it is a quick run back to the main path and this objective-bounce will allow the player to continue on with their primary goal and progress. This is very effective of trapping the player in certain areas for a given length of time.
The use of the same environment allows for easy guidance of the player. Since the player has already explored the area before, it can be assumed that the player will at least partially remember the room structure and which exits lead to where. Also, it is technically impossible for the player to get lost.
(player can't get lost, player can always backtrack)


===Ease of Use===
===Ease of Use===
This bounce can adhere to any objective which is why it is so commonly used in games.  In many games these bounces can be as simple as coming to a locked door and going on a route to find a control room, keypad or keycard to open it. Other, more complex bounces can adhere to multiple areas with multiple objectives just to pass through one area.  The more complex the use, the more intertwined bounces become with loops. Bounces are also very easy to produce because the level designers needs only create one uniform environment for the player to travel in. This allows for delayment of the player while the developer focus on larger or smaller areas which the player may spend more or less time in, repsectively.
Bounces can be as simple as making the player fight through three rooms of monsters to activate a keypad. Other, more complex bounces can adhere to multiple areas with multiple objectives just to pass through one area. Bounces are also very easy to produce because the level designers needs only create one uniform environment for the player to travel in. These devices can "occupy" the player so that the designer can focus on more important areas.
   
   
(at its most basic level, its a button and a locked door; easy!)
==Disadvantages==
==Disadvantages==
Within many players, there has been an emerging awareness of "backtracking." Many players possess a negative view of the mechanic, and see it as an example of laziness on the part of the designer, or simply a very confusing layout element.
Within many players, there has been an emerging awareness of "backtracking." Many players possess a negative view of the mechanic, and see it as an example of laziness on the part of the designer, or simply a very confusing layout element.
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In general, a bounce is much simpler to implement than a loop, but can still be effective. Here are some notable examples:
In general, a bounce is much simpler to implement than a loop, but can still be effective. Here are some notable examples:


===[[Half-Life|Anomalous Materials]] <sup>([[Goldsource]])</sup>===
===[[Half-Life|Anomalous Materials / Unforeseen Consequences]] <sup>([[Goldsource]])</sup>===
[[Image:anommat bounce.jpg|thumb|right|Anomalous Materials diagram]]
[[Image:anommat bounce.jpg|thumb|right|Anomalous Materials diagram]]
{{TODO|Tidy up this description, Thanks Kalashnikov you amazing man you!}}
This [[Half-Life]] chapter begins with the player entering the Sector C lobby.  There are scientists walking around and talking to one another and a Barney manning the kiosk in the center of the room.  Behind him is a giant backdrop of a world map, the Black Mesa Research Facility ensemble on it.  The Barney informs you of a power failure that has taken many systems offline and has caused many issues to arise.  He tells you to get into your hazard suit and to head to the test chamber as soon as you are ready.  This is where the 'bounce' aspect of this level begins.  You travel down some hallways, past the cafeteria into a changeroom.  In the corner of the room you see three large pods, only one containing a HEV suit (Hazardous EnVironment Suit).  You push the button the control panel closest to you and you grab it.  Some music plays as you run back through the same hallways and again past the cafeteria.  You are now on your way to the test chamber.  Past some security doors, past many more scientists and finally down some elevators into the test chamber control room.


Here you talk with the scientists and they express their concerns and thoughts on the test to be preformed. You are then allowed to continue by a scientist with retinal scanner access and you proceed down another elevator, past monitoring equipment and finally into the 'clean room', where you await clearance to the enter through the blast doors into the test chamber.  The scientists here also express concern and dislike for todays test, but continue on as planned anyways.  I think everyone here knows what happens next, so we'll skip the "Oh my God, the test screwed up, aliens everywhere, interdimensional rift is opened, yadda yadda yadda.The main idea here is that you have essentially doomed the world to enslavement and war with the future Combine oppressors. Best part is, you get to sleep through all of that!
This bounce is used for dramatic effect, primarily to emphasize the contrast between the pre-disaster and the post-disaster [[Black Mesa]]. When the player initially arrives, he is greeted by friendly NPCs and playfully chastised for being late to work again. After the resonance cascade, the player's former colleagues have mutated into zombies; dead bodies and wreckage are littered around the level; the lighting is noticeably darker. The player comprehends the "unforeseen consequences" of his actions.


From the end of the test chamber sequence, you awake back in the now destroyed test chamber.  Electricity is sparking and equipment is everywhere.  You must now make your way from the test chamber all the way back to the beginning of this chapter and out the other end of it. This allows for a lot of time to let the player know what has happened, how things are right now, the themes and moods of people and best of all: the level designer already has the base to work with.  All they need to do now is destroy it, in minor-literal meanings of the term.
From a design perspective, this bounce at the beginning of [[Half-Life]] is very effective. Although the player is given very little direction after the [[resonance cascade]], the player still manages to find his way through the ruined labs and up to the office complex. The player's familiarity with the labs helps the player navigate, and also serves to empower the player: he is not relying on an objective list displayed on the HUD to progress through the level, but rather he is relying on his own memory of the level layout as he initially explored.  
<br style="clear:right;"/>


===[[Blue Shift|Power Struggle]] <sup>([[Goldsource]])</sup>===
===[[Blue Shift|Power Struggle]] <sup>([[Goldsource]])</sup>===
In this Blue Shift level, the player has to drain a pool of coolant, go into it, rearrange the barrels, re-fill the pool, and cross on the rearranged barrels.
{{TODO|more detail}}
In this level, the player has to drain a pool of coolant, go into it, rearrange the barrels, re-fill the pool, and cross on the rearranged barrels.


===[[Route Kanal]] <sup>([[Source]])</sup>===
===[[Route Kanal]] <sup>([[Source]])</sup>===
{{TODO|diagram, description}}
{{TODO|diagram, description}}
The player must leave the airboat, fight through a small Combine outpost, break open the canal doors, then backtrack to the airboat and proceed through.


===[[MINERVA|Metastasis 1]] <sup>([[Source]])</sup>===
===[[MINERVA|Metastasis 1]] <sup>([[Source]])</sup>===
{{TODO|diagram, description}}
{{TODO|diagram, description}}
The player must descend into an underground bunker area, press a button to open the Combine gates, then return to the surface and proceed to the center of the island.


[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Theory]]
[[Category:Theory]]

Revision as of 15:22, 10 February 2006

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Description

A symbolic diagram of a bounce.

A bounce is a layout element that guides the player to an area which exhibits some kind of change, then leaves him to backtrack and utilize this change. In some ways, it is similar to a loop; accordingly, it also shares similar advantages. It begins in a room with an obstacle (locked door, force field) and leads to an event that destroys this obstacle (disaster sequence, physics puzzle, button pushing), thus allowing the player to backtrack and proceed past the removed obstacle.

Resources

In terms of resources, bounces are incredibly efficient. You're effectively using the same rooms and areas twice. (bounces are efficient - effectively using the same area twice)

Guidance

The use of the same environment allows for easy guidance of the player. Since the player has already explored the area before, it can be assumed that the player will at least partially remember the room structure and which exits lead to where. Also, it is technically impossible for the player to get lost.

Ease of Use

Bounces can be as simple as making the player fight through three rooms of monsters to activate a keypad. Other, more complex bounces can adhere to multiple areas with multiple objectives just to pass through one area. Bounces are also very easy to produce because the level designers needs only create one uniform environment for the player to travel in. These devices can "occupy" the player so that the designer can focus on more important areas.

Disadvantages

Within many players, there has been an emerging awareness of "backtracking." Many players possess a negative view of the mechanic, and see it as an example of laziness on the part of the designer, or simply a very confusing layout element.

(author doesn't make the "change" apparent enough)

Implementation

In general, a bounce is much simpler to implement than a loop, but can still be effective. Here are some notable examples:

Anomalous Materials / Unforeseen Consequences (Goldsource)

Anomalous Materials diagram

This bounce is used for dramatic effect, primarily to emphasize the contrast between the pre-disaster and the post-disaster Black Mesa. When the player initially arrives, he is greeted by friendly NPCs and playfully chastised for being late to work again. After the resonance cascade, the player's former colleagues have mutated into zombies; dead bodies and wreckage are littered around the level; the lighting is noticeably darker. The player comprehends the "unforeseen consequences" of his actions.

From a design perspective, this bounce at the beginning of Half-Life is very effective. Although the player is given very little direction after the resonance cascade, the player still manages to find his way through the ruined labs and up to the office complex. The player's familiarity with the labs helps the player navigate, and also serves to empower the player: he is not relying on an objective list displayed on the HUD to progress through the level, but rather he is relying on his own memory of the level layout as he initially explored.

Power Struggle (Goldsource)

Todo: more detail

In this level, the player has to drain a pool of coolant, go into it, rearrange the barrels, re-fill the pool, and cross on the rearranged barrels.

Route Kanal (Source)

Todo: diagram, description

The player must leave the airboat, fight through a small Combine outpost, break open the canal doors, then backtrack to the airboat and proceed through.

Metastasis 1 (Source)

Todo: diagram, description

The player must descend into an underground bunker area, press a button to open the Combine gates, then return to the surface and proceed to the center of the island.