Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

The Classics: Part II

Sign in to follow this  


So I played some more of Ico tonight, secretly sneaking online ONLY ONCE to solve one of the puzzles. While I decided that the intricate level designs of ICO's rooms and dungeons are great, there are some things I need to remember to dislike. 1)If I am standing in a pool of water and there is a pipe with a circular handle staring me in the face, I WANT to turn it. 2) If I am leading around a girl who can climb ladders, I expect she can climb ladder-like objects as well, such as a pipe with little handles jutting out of it. 3) If my feet go over a fence when I try to jump it, but collision detection keeps me from jumping, makes me a sad panda....

So the point that I have come to realize is this: don't mislead the player!!! Rah.
Great level design can only get you halfway to a complete level. If the player gets hung up on a feature of the level that is simply part of the scenery, the level design needs to fix that problem. I don't mind when games use a little flash on important objects in the room, or useable objects are well-lit, in the point of view of the player, or useable objects all have a similar visual format. I think the player should spend more time figuring out the solution to the level or puzzle, instead of figuring out where/what the puzzle actually IS.

Well with ICO almost finished, I know some of the do's for design:
- character interaction is key, not speech
- puzzles are awesome, especially ones with multiple ways for a solution
- HUGE levels really create a great atmosphere for an epic adventure

- Do not decieve the player with scenery
- If actions are to be repeated to solve problems, design the level to remove discrepencies
- Didn't mention this before, but give the player a sword early in the game:)

Next is Shadow of the Colossus, the next "chapter." ohhhwoowowooowoooooo....:)
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!