A one-month project to challenge my level design skills for world/level design.
How to plan areas
Instead of planning all areas and critical player paths from the start, I decided on a simple difficulty flow.
From there, I can balance content placement—such as resources, local and global encounters—much easier.
Example: By making the map’s center intentionally more forgiving and accessible, players are more likely to move from edge to edge of the map by passing through the core. Placing healing resources here rewards exploration, and supports their journey.
How to design a world map
It wasn’t easy deciding on my preferred map-designing style. I had to experiment between mapping by geography, user experience, and gameplay.
In the end, I decided on ‘mapping by adventure’. I simply cannot accept mapping by gameplay, as if my only choice for making a user’s experience is to choose form structures we have already accomplished in our young medium. It limits innovation, and creativity of the designer.
Monitor content density
What is content? It’s experiences crafted by designers: fighting enemies, riding your horse, potion crafting, etc. There are two flavors you can mould them into:
Global content
Experiences that are not confined to a single map area, if any. This generally involves game loops with beats scattered across the map.
Bounty hunting if forest A before delivering them to prison in town Z.
There are also abstract experiences, like the many interactions with gold, EXP and other economies.
Local content
Experiences that are confined to a designated map area.
“My chickens are scattered around this village. Please return them to my coop.”
Monitor content context
Content context is ultimately tested by playing, though beware:
Even after local non-repeatable content has been depleted, I’d like players to have a connection that draws them back to the area; be it in physical form, or a memory.
Give areas a personality
Presented by the visual shapes of the land, as communicated with art and sound departments.
Associate it with emotion
Introduced by feeling empathy for a local character or people.
Show player prints
Something in the landscape must remind players of a choice made, or a story they’ve helped create.
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