Building Gameplay
by
George
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. Tomb Raider is about
an immersive experience, being lost in tombs and temples, exploring and
overcoming challenges.
Here then is a basic premise you should always bear in mind when building gameplay - as long as players know what they are supposed to be doing, Tomb Raider is fun. It's when they are lost, not knowing what they are supposed to be doing and get stuck that it can be frustrating. It isn't so much the size of the rooms either, as The Deck in Tomb Raider was absolutely huge yet you never felt lost. You always knew what you were looking for, usually a key, and you had fun exploring to find them. Hunting for hidden crawlspaces tucked away in shadows somewhere in a huge level isn't gamplay, it's brainless and guaranteed to frustrate players to the point they might chuck your game into the recycle bin. Always ensure your gameplay flows and keeps people moving forward accomplishing goals rather than running around in circles going nowhere.
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 really tough levels
fine, spend months of your life building challenging games only a dozen
people will ever finish. Me? I'd rather thousands of players finished my
games and enjoyed them, and I don't really care if a dozen sadists moan
about that. Always consider the difficulty levels of your gameplay.
I mean, 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 your 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. Making players reload saved
games a thousand times to master some ridiculously difficult spikes and
flames jump sequence is not immersive gameplay. Constantly being in
inventory looking to reload a savegame is not an immersive experience.
The threat of death while keeping folks alive in game is far more
powerful as an immersive experience than spiking them to death a
thousand times.
While we're here, consider timed challenges. 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. If they're constantly reloading a save
game, they're not in your game enjoying an immersive experience. Tomb
Raider is about immersion, keeping folks in your world, not driving them
to the inventory to keep reloading save games.
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 I
believe was downloaded over 10,000 times yet it received fewer than 20
reviews. Perhaps that might put the ratings 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 new world. Don't smack them back to the title
screen before they've even 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
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.
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.
Forced backtracking is used by some builders because they want to
ensure everyone goes back and admires their level buildering skills.
Trust me, 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.
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.
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.
You can also do this with medipaks. If you
employ enemies such as dangerous fish, or poison rooms, you can't
balance how much life each player will lose, and some will lose more
than others. What if they lose so much they run out of medipaks? The
game is over for them. A medipak with OCB 128 will ensure everyone can
finish the level without stocking up on medipaks. It is an excellent
gameplay safety net.
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.