Building Gameplay
By George
Maciver
The Tomb Raider Experience
Before building gameplay into your level, ask yourself this
question – what was it about the original Tomb Raider games
that you enjoyed so much? Was it that you were free to
explore vast temples and caves and jungles, marvelling at
the ambience and atmosphere? Or was it that the levels were
ridiculously hard and challenging and it took you hours to
get anywhere? I think the answer is obvious. The most
difficult task in the entire original Tomb Raider game was
that timed flamed pillars sequence in Palace Midas and
that’s easy! The levels flowed beautifully and kept you
moving.
Not every Raider is alike and yes, there are a handful of
players who love repeating exceptionally difficult tasks,
but most do not. Don’t judge gameplay by the views of this
handful of hardcore challenge loving players who highly rate
ridiculously difficult levels. Chances are they are the only
ones who actually finished these games and, therefore, were
the only ones to have reviewed it! What about the hundreds
of players who gave up on these tough levels and binned them
because they were too hard? If you think Tomb Raider is
about frustrating players and killing them at every
opportunity, rewarding them with spikes and instant death
for completing a challenge, cramping their fingers with
timed runs that can only be achieved after 100 practice
runs, please go back and replay the originals and try to
learn something.
If you still doubt me, think
about that ridiculous ascent inside the Great Pyramid in
Tomb Raider Anniversary. Did anyone actually enjoy that
other than the level builder? I used a cheat to get up
there. It totally ruined the entire game for many, many
people. Think about that when putting your challenges
together.
As a general rule, I would recommend your most difficult
task or jump sequence should be doable for the average
player within 6 to 10 attempts. If players have to reload 50
times and still can’t accomplish a task, your game will most
likely wind up in their recycle bin. If you only want to
build levels for a handful of folks who love tough games,
fine, build challenging levels, but if you want to reach the
hearts of the thousands of average Raiders out there with
your work, reconsider the difficulty levels of your
gameplay.
Is Tomb Raider really about seeing how many times you can
kill someone who has downloaded your game? Is not the real
art to Tomb Raider about challenging Raiders to their limits
yet keeping them alive and in game? Anyone can kill Raiders,
that takes no skill or talent whatsoever. Anyone can make
silly tight timed runs, that takes no skill or talent
whatsoever. Balancing gameplay to give Raiders a challenging
but enjoyable experience without frustration is quite
another matter. Keep players in game as much as possible.
Having them running around looking for medipaks because
their health is low is far superior gameplay to having them
reloading saved games a thousand times to master some
ridiculously difficult spikes and flames jump sequence.
Take timed runs, for example. When you built your level, you
knew the room layout before building in your timings. You
already knew which direction to go, where to jump, where to
duck, when to sprint, when to curve, when to jump over those
spikes, when to draw your weapons and when to roll. You
already knew this BEFORE you even tested it for the first
time. You already knew EXACTLY what you were going to do and
how you were going to do it. It may have taken you a couple
of tries to get it right, you thought it was easy so you
knocked a couple of seconds off, tried it again, reckon you
could knock off another second, do a final test and just
scrape in, thought it was brilliant and off you went to your
next gameplay building scenario. At most, you had probably
done the timed run in three or four attempts and you enjoyed
it. But you KNEW your timed run before you started. Players
won’t! They won’t know which direction to go, when to jump,
where to duck, when to sprint, when to curve, when to jump
over those spikes, when to draw their weapons and when to
roll. Unlike you, they weren’t there when you built your
level and will have to learn it all from scratch. That takes
time and practice. If the timings are tight it could take a
player 20 or 30 goes to get it, or even more. That’s not fun
or entertaining, that’s an ordeal.
People play games for fun and
enjoyment and relaxation, not to get wound up and
frustrated. Chances are if players can’t do your tasks in 10
attempts, or even less, they will lose interest in your
game. Like a good novel, you have to keep players in the
story, enjoying their experience, enjoying the ambience and
atmosphere, enjoying their Raid. If you keep smacking them
back to the title menu they will lose their enjoyment
because all they will be doing is going in and out of the
title screen reloading saved games.
One final note regarding ratings and reviews. You may think
they are important in the vast scheme of things but think
about this: one of the Imprisoned Spirits levels was
downloaded over 10,000 times in one month yet it received
fewer than 20 reviews. Perhaps that might put things into
perspective for you.
Starting the Game
Whatever you do, don’t ever kill Raiders off in their first
few moments into your game. Don’t give them tough
challenges, ridiculous jumps, nasty enemies, obscure puzzles
and dangerous traps during their first exploration of your
game. And whatever you do, don’t smack them back to the
title screen before they’ve had a chance to breathe your
air!
They have just entered your world. Give them time to savour
the atmosphere and enjoy your architecture. Give them music
and flybys and draw them into the story. Start off with easy
gameplay, let them explore, let them absorb the atmosphere
and ambience. If you kick them back to the title screen as
soon as they step into your game, chances are all your work
will wind up in the recycle bin.
If you have a problem with this, ask yourself a question –
how long were you in the original Tomb Raider game before
you actually died? For me it was the Lost Valley. I’d been
playing for over 5 hours and was into the third level before
I was killed by the raptors and then the T Rex. And that was
the only two times I was killed in that level. I lost a lot
of health, but I was always in game and always had enough
medipaks to keep going. Start gently, always.
General Gameplay
Deadends
Gameplay that leaves Raiders alive in game but with nowhere
to go and no way forward is not gameplay. Yes, you know the
game is over but the players do not and they may run around
for hours wondering what to do. You may think this is funny
but I can assure you that if you employ gameplay techniques
like this as part of your style, you should not be building
levels. Either kill players off or keep the game open. This
really isn’t open to debate. If players are alive there must
be a way forward to progress in game. Setting up a timed run
which if they fail means they’re stuck and can’t continue is
not gameplay, I don’t know what it is.
Obscure Objects and Puzzles
Sometimes it’s good gameplay to throw in something that
makes players pull up and wonder what to do next. This makes
them think and encourages them to look around carefully for
solutions. Examples are hidden crawlspaces, pushable blocks
that make up part of the wall, shatter walls that can be
shot to reveal a hidden passage, difficult to see shootable
switches and many, many other things.
However, these little gameplay enhancements can quickly
become terminal gameplay killers if used thoughtlessly. Yes,
you know where that pushable block in the wall is, but those
playing your game don’t. You built the level, you put it
there, so it’s not surprising you found it easily enough.
But how is anyone else supposed to find it? Do you think
players are going to spend hours running around a huge level
trying everything they can think of to find this block of
yours when they don't even know if it's a block they're
supposed to be looking for? Oh, a few will go to the stuck
threads or dig out a walkthrough if there is one, but most
players will just get fed up and bin your work and quite
rightly too.
So how do you build gameplay like this without running the
risk of killing the gameplay? The solution is to ensure you
trap Raiders into a smallish area so they can’t go running
around. Close a door behind them, raise a trap door, flip a
map, I don’t care, just enclose players into a small area to
give them a fair chance to figure out their next step. If
for example you have a puzzle item pickup behind a pushblock
making up part of a wall, you can anti-trigger a door going
into that area then use a pickup trigger on the puzzle item
to trigger a flipmap which gets rid of the anti-trigger and
place an ordinary trigger for the door in the flipped room
which reopens the door allowing them out again. In effect,
players can only get out once they’ve discovered the
pushblock and found the puzzle item. If you don’t enclose
them in and they miss the block, their only recourse is to
go back around the entire level completely lost and not
knowing what to do and that’s terrible gameplay design.
Backtracking
Used by some to force players to go back around their level
so they can admire the level builder's skills again, this is
an absolute enjoyment killer. Backtracking will kill any
enjoyment in your game stone dead. Keep players moving, keep
things fresh and don’t employ long or tedious backtracking
as part of your gameplay. If players have negotiated a
tricky challenge to get a pickup and have to go back the
same way, why not anti-trigger all the flames or spikes or
other traps first to make getting back easy? Don’t force
players to do the same challenges more than once. It’s
boring and makes for tiring and frustrating gameplay.
Giving Pickups to Baddies
Always a gameplay enhancer, giving pickups to baddies can
really help to make a level sing. However, use with caution.
When baddies die they can slide over a floor tile and
actually die inside an object. If this happens, the pickup
they are carrying will be inside the object and Lara won’t
be able to see it or pick it up. This can totally ruin a
level as you can imagine. It isn’t so important if you give
baddies pickups like medipaks but if you give them gameplay
objects like keys, be extremely wary and fully test for
every situation. Even the best Level Builders get this
wrong. If you must give baddies important pickups, try to do
it in a place with no static objects around or use grey
squares around the statics to keep them away from them.
Better for Lara to find a safe place to shoot from than not
be able to pickup important keys or puzzle items.
Unlimited Ammunition
Sometimes it can be difficult to balance gameplay with
weapons. If you give folks too much ammunition, it can
affect gameplay further into the game. However, what if you
have a Boss fight half way through? Or what if you have a
puzzle that requires a heavy weapon like the six shooter and
the laser sight and if folks run out of ammo they can’t
solve the puzzle? Sure, you can lay tons of ammo around but
how will that affect gameplay later? There is a solution!
Type 128 into the OCB box of the ammo item and the ammo will
reappear if players run out of it. This way you only need to
place one ammo item and folks will have unlimited ammunition
without being able to stock up their inventory.
The Torch
If using the torch, make sure you can’t level jump with it.
An unwanted level jump with the torch can totally ruin
gameplay in the next level and cause level crashes if it’s
not in the WAD of the other level. Be wary about using the
torch deliberately in level jumps as part of gameplay as
it’s buggy and can disappear.
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