Home >Mobile Game Tutorial >Gaming News >Is that what the performance was called? Learn 13 terms with 'Useable starting tomorrow! Introduction to Level Design terms that frequently appear in overseas literature” [CEDEC 2024]
On August 21, 2024, at CEDEC 2024, a conference for game developers, a session by game designer Atsushi Chiku ``You can use it starting tomorrow! Introduction to Level Design terms that frequently appear in foreign literature'' was held.
Although this session was aimed at developers, it was explained in a gentle manner with real-life examples, which made people think, ``Is that what the name of the production used in that game was called?'' from a gamer's perspective. But it was something to enjoy. Would you like to take a look at the world of games from the perspective of a level designer?
・Intensity Graph A graph that shows the excitement of a game and changes in difficulty over time. It is also called the tension graph or tension curve, and is also used to explain the three-act structure in the context of Hollywood movie script theory and story production. "Left 4 Dead" was cited as a gaming example. The Director AI(*) used in this work dynamically controls the generation of enemies in order to effectively produce tension curves. In addition, the Intensity Graph is used in conjunction with the Beat Chart, and is used in pacing design to measure the intensity of tension and excitement, and whether play time and effort are appropriate. *An AI that adjusts the pace and difficulty of game progress by determining when to drop infected people, setting target players, and when to rest, depending on the player's progress and performance. <Task presentation and pacing: in-level experience design>・Level DiagramA simple diagram for designing rooms, passages, and events on a stage based on Beat Charts and Intensity Graphs. Before creating detailed layout drawings, this drawing not only confirms the connections between spaces, but also confirms the size of the spaces and the pacing of battles. In some cases, a simple chart with only circles and lines called a Bubble Diagram is used. ・Critical Path: Basically, the term is used to refer to the ideal shortest movement line expected in a linear, one-track game. Hospitality guidance will be placed to encourage players to act along the Critical Path. Golden Path and Flow were also mentioned as similar terms. Golden Path has the same meaning as Critical Path, and Flow represents the state and flow line that allows the player to move smoothly through the stage. ・Blockout: A process to set up simple polygons according to metrics (*) and test whether the play will be as designed. Also called Grayboxing or Whiteboxing. *Height and distance regulations derived from player actions such as movement and jumping. <Indirectly controlling the player's movements: Restricting their actions>・Gating:It is a general term for things that obstruct the player's movement, and in addition to doors and gates, it also includes things such as fences, ladders, blocked bridges, and strong enemies. There are two types of obstacles: hard gates that cannot be passed through and soft gates that slow movement. A related term is Lock & Key, which requires specific items or abilities to break through. A Skill Gate that cannot be passed without a certain level of player skill. Valve refers to a one-way situation where the road behind you is closed if you pass through. ・Encounter Design It refers to developing and expanding the game design, which is the core of combat, through spatial design and layout configuration. How will you encounter the enemy and how will you deal with it? Also, would it be easy to convey the image of designing the layout that is the starting point for the strategy? A term deeply related to Encounter Design is cover, which is a place where an attack can be evaded. Chokepoint is a place where encounters and stalemates with enemies are likely to occur. Vantage Point, where you can calmly observe the situation, was also mentioned. <Indirectly control player movement: visually guide>・Points of Interest (POIs):A spot where you can expect some sort of reward or event, such as a high tower, treasure chest, or dungeon. Objects that are easily recognizable landmarks or targets, such as a water tower visible through a gap in the bushes, are also types of POIs and are called landmarks. As an example, "The Witcher 3 Wild Hunt" is designed to encounter POIs once every 40 seconds. The optimal interval for placing POIs is calculated based on travel distance, time, and speed, and this ``40 second rule'' is used to create a design that will keep players from getting bored. ・Breadcrumbs: Small objects (so-called breadcrumbs) placed to guide players, such as coins, cobblestone streets, and yellow paint. The birch tree that appears in God of War Ragnarok, cited as an example, is a good example of breadcrumbs placed to guide you to the critical path. ・Affordance: 研究者によって意味が微妙に異なるそうだが,ゲーム開発分野においてはプレイヤーが環境やオブジェクトを知覚し,そこから想起する行為の可能性のことを指している。例えば,ドアノブを見たら扉を開きたくなる,階段を見たら登りたくなる,といった直感的な行動を示唆させるものがこのAffordanceと呼ばれている。 <インタラクティブに物語や世界観へアクセス>・Environmental Storytelling:日本語でいうところの環境ストーリーテリングのこと。プレイヤーが配置されたオブジェクトを目にした際,「ここで一体なにが起きた?」と物語や世界観に思いを馳せるきっかけを作る手法である。 メインストーリー上では語らなかった背景をさまざまな場所に散りばめて,プレイヤー自身が能動的に物語を構築する体験を与えられる。 ・Meaningful Choice: 意味のある選択肢という意で,主な使われ方はつぎの2つ。1つめは,選択に応じて結果が変化するインタラクティブな選択肢を与えるとき。左右で雰囲気の異なる分かれ道などがこれに該当する。もう1つは,物語やプレイヤーの倫理観に関わる重大な決断を問う,究極の選択を迫るとき。「ドラゴンクエストV 天空の花嫁」でビアンカとフローラのどちらを選ぶか,といったシチュエーションがこれに当てはまるだろう。 ・Emergent Gameplay: 創発型ゲームプレイのこと。プレイヤーの行動やギミックの組み合わせによって,開発者の想像を超えた展開が生まれるプレイのことを指す。PvP,サンドボックス,イマーシブシムがこれに該当する。 対義語は進行型ゲーム(Game of Progression)。いわゆる一本道のゲームのことである。 氏によって解説された用語は以上である。 最後は「海外の知見に触れるきっかけとなり,日本のステージ制作のさらなるレベルアップにつながることを願っています」という氏のコメントで締めくくられ,本セッションは幕を閉じた。 あわせて,今後ゲームデザインの意見交換ができるDiscordコミュニティの立ち上げを予定しているとの告知もあった。興味がある人は氏のXをフォローしてアナウンスを待つといいだろう。 |
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