Level Flow: Difference between revisions
m (→See Also: Fixed external link) |
(expanded the description and added some notes) |
||
Line 3: | Line 3: | ||
==Description== | ==Description== | ||
'''Flow''' | '''Flow''' indicates how a level invites players to flow through it. This encompasses the navigateability of a level, the item placement and generally, how players would naturally move around through the level as their needs change. Flow is closely related to the balance of a map. | ||
Flow is affected by the environment. A high platform offers an advantage over a lower area, as moving back from the ledge gives instant cover against most weapon types. Naturally, this attracts players, causing them to look for higher points and avoid area's where they will be at a disadvantage. | |||
On a lower level, a level can encourage flow by keeping paths easy to navigate. Details and props can guide the player, but they can also hinder movement when placed carelessly. Most players don't like getting stuck between a barrel and a teapot. | |||
Item placement is also an important factor. A strong weapon attracts players that want some more firepower, just as a healthpack attracts wounded players. Obviously, this depends a lot on the current need(s) of each player. | |||
The complexity of a level matters as well. A map can have a great potential flow, but if it's hard to learn, it may turn out to feel unbalanced simply because players can't remember the location of vantage points or items. | |||
==="Good Flow"=== | ==="Good Flow"=== | ||
(define "good flow") | (define "good flow") | ||
==="Bad Flow"=== | ==="Bad Flow"=== | ||
(define "bad flow") | (define "bad flow") | ||
==Implementation== | ==Implementation== | ||
Note that slower, stilted player movement ("bad flow") is not necessarily bad. For example, by placing a powerful weapon in an area with poor flow, a designer can associate risk and vulnerability with the possibility of a reward to create tension. | Note that slower, stilted player movement ("bad flow") is not necessarily bad. For example, by placing a powerful weapon in an area with poor flow, a designer can associate risk and vulnerability with the possibility of a reward to create tension. | ||
Also note that different players like different kinds of flow and pacing. A map that forces players to flow can make the action quite fast-paced, while a map that's less strict on flow may appeal more to tactical players. Also, a lack of flow doesn't mean the map is boring or not fun by definition. It may make the map more predictable, but even that doesn't seem to be a bad thing for every player. | |||
==See Also== | ==See Also== |
Revision as of 12:40, 22 December 2006
Description
Flow indicates how a level invites players to flow through it. This encompasses the navigateability of a level, the item placement and generally, how players would naturally move around through the level as their needs change. Flow is closely related to the balance of a map.
Flow is affected by the environment. A high platform offers an advantage over a lower area, as moving back from the ledge gives instant cover against most weapon types. Naturally, this attracts players, causing them to look for higher points and avoid area's where they will be at a disadvantage.
On a lower level, a level can encourage flow by keeping paths easy to navigate. Details and props can guide the player, but they can also hinder movement when placed carelessly. Most players don't like getting stuck between a barrel and a teapot.
Item placement is also an important factor. A strong weapon attracts players that want some more firepower, just as a healthpack attracts wounded players. Obviously, this depends a lot on the current need(s) of each player.
The complexity of a level matters as well. A map can have a great potential flow, but if it's hard to learn, it may turn out to feel unbalanced simply because players can't remember the location of vantage points or items.
"Good Flow"
(define "good flow")
"Bad Flow"
(define "bad flow")
Implementation
Note that slower, stilted player movement ("bad flow") is not necessarily bad. For example, by placing a powerful weapon in an area with poor flow, a designer can associate risk and vulnerability with the possibility of a reward to create tension.
Also note that different players like different kinds of flow and pacing. A map that forces players to flow can make the action quite fast-paced, while a map that's less strict on flow may appeal more to tactical players. Also, a lack of flow doesn't mean the map is boring or not fun by definition. It may make the map more predictable, but even that doesn't seem to be a bad thing for every player.
See Also
- Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design - Although written in context for Splinter Cell, it provides a very accessible analysis of flow and layout for first-person multiplayer levels in general.