DEFINITION
Gameplay Function
A level serves its purpose if it is designed for the needs of the player and the needs of the mission. The primary experience is gameplay, and if that is not pleasant, all else crumbles. Therefore, design the level to serve its function before thinking of anything else.
<aside>
🍶 Player movement
</aside>
- Tools of the player moving around: powers, speed, their impact on verticality, path finding and distance.
- Desired experience: difficulty, gamefeel, patterns which support these
<aside>
🍶 The mission
</aside>
- Critical mission nodes (points of interest)
- Expected play time, its impact on distances and guidance
<aside>
🍶 Environmental challenges
</aside>
- Gameplay bricks (enemies, platforms...)
- Rule challenges (ticking time bomb...)
- Gameplay-environment interactibility (change in the environment, destruction, blocking of paths...)
Untitled