
Ten Principles of Good Level Design
The following are notes taken on the design principles created by Dan Taylor, delivered in his GDC presentation in 2013.
- Good level design is fun to navigate.
- Needs Consistent Visual Language
- Needs Clarity & Flow
- A Little Confusion is Cool
- Good level design does not rely on words to tell a story.
- Avoid the Broken Circle
- Three types of narrative: Explicit, Implicit, and Emergent
- Explicit is what the player is told by the designer.
- Usually through tutorials or 4th wall breaking.
- Implicit is what the player learns.
- Mise-En-Scène: environmental narrative. (Bioshock is a great example of this.
- Emergent is the story told in the player’s head, aka head-canon.
- Player choice assists emergent narrative.
- Explicit is what the player is told by the designer.
- Good level design tells the player what to do, but not how to do it.
- Consider Nebulous Objectives
- Only give as much information as is necessary to this player. (No tutorializing.)
- Provide multiple paths and styles of approach.
- Don’t punish the player for improvisation.
- Parallel Missions
- When each path, in the ‘multiple paths’ scenario, rewards the player with something helpful on an adjacent path. (Best seen in Metroidvanias.)
- Consider Nebulous Objectives
- Good level design constantly teaches.
- Pattern Analysis (Derived from Theory of Fun by Raph Koster)
- The human mind enjoys processing patterns for storage or later retrieval.
- If this process stops, the enjoyment ends.
- In your game, each level should either introduce, showcase, or subvert a key mechanic.
- Pacing of this philosophy is also key.
- The human mind enjoys processing patterns for storage or later retrieval.
- Your Game Should Be One Massive Tutorial (Without Tutorializing)
- Ex. Zelda Dungeons:
- 1) Dungeon gives you a new item.
- 2) Dungeon forces you to continually use item to progress.
- 3) Dungeon requires mastery of the item to beat the boss and complete said dungeon.
- 4) Then in the greater open world, you’re constantly presented with ways to use the item/s to progress and navigate secrets, and obtain more items.
- 5) Rinse, repeat.
- Final Boss always asks you to use the equipment in an unusual way.
- Ex. Zelda Dungeons:
- Learn, Play, Challenge, Surprise
- Teach mechanics explicitly.
- Provide safe areas to play with mechanics.
- Bring in a threat or compelling objective to challenge the player with the mechanics.
- When the player is feeling comfortable, bring in something crazy/different to surprise them.
- Pattern Analysis (Derived from Theory of Fun by Raph Koster)
- Good level design is surprising.
- Good level design is NOT a monster closet popping out to scare or desensitize the player.
- The Rollercoaster
- Increasing intensity, with low intensity patterned throughout
- Effective at first, but becomes extremely predictable.
- Fun is created through uncertainty.
- Increasing intensity, with low intensity patterned throughout
- Disrupt Paradigms
- Ex. Dead Space 2 Ishimura Level
- No monster, no monster, deeper and further into the level, still no monster.
- Close to the end: BAM! Monster!
- Ex. Dead Space 2 Ishimura Level
- Take Risks
- What looks good on paper doesn’t necessarily work in your game.
- Test risky ideas as soon as possible, and overtest them.
- Good level design empowers the player.
- Go Big or Go Home
- Video games are escapism. Capitalize on it.
- Real Life Sucks
- Don’t make your game mundane or laborious, filled with things you can do everyday in the real world.
- Deliver the Fantasy
- Allow for physics, or reality breaking mechanics.
- Your character, in some form or fashion, should be ‘super’.
- Visible Influence
- If possible, let player choice and actions visibly change/alter the world in the immediate, or stored for later.
- Go Big or Go Home
- Good level design is Easy, Medium, AND Hard.
- Risk vs Reward
- Calling back to multiple paths.
- Easy = safe & less rewarding
- Hard = risky & very rewarding
- Medium = somewhere in-between the above
- The multiple paths approach creates dynamic difficulty.
- Calling back to multiple paths.
- The Layered Approach
- Provide opportunities to reduce the risk, even in the Hard paths.
- Enhances replayability.
- Risk vs Reward
- Good level design is efficient.
- Modular Level Design is Your Friend
- Facilitates creating with speed.
- Think of your level designs in terms of Lego pieces.
- Bi-Directional Gameplay
- Most players will blaze through your art.
- Reuse your best art.
- Backtracking is NOT cool.
- In instances where backtracking is necessary, change things up…a lot.
- Most players will blaze through your art.
- Encourage Non-linear Elements in Your Designs
- These elements have to be relevant, don’t create gameplay for gameplay’s sake.
- For non-linearity, call out player rewards in advance.
- These elements have to be relevant, don’t create gameplay for gameplay’s sake.
- Modular Level Design is Your Friend
- Good level design creates emotion.
- ART by Definition:
- Art is the quality production, expression, or realm according to aesthetic principles of what is beautiful, appealing, or of more than ordinary significance.
- Art by Subjective Definition:
- Art is anything which has been created to invoke an emotional response.
- Architectural Theory Evokes the Same Emotional Principles as Game Level Design
- Utilize Spacial Empathy
- Tight corridors give a sense of confinement.
- Twisting pathways and mazes conjure confusion.
- Large enclosed open spaces provide uncertainty.
- Darkness spreads a sense of fear.
- Light and healthy greenery provide a sense of safety.
- Water soothes the senses with calm and relaxing thoughts.
- Flickering light sources make the one feel erratic and uneasy.
- Non-euclidean elements equate to a sense of mystery, confusion, uneasiness, and fear.
- Attacking the player from above enables a sense of persecution.
- A feeling of vertigo from scaling a tall obstacle.
- A feeling of hope by placing a reward at the top of said obstacle, or by transitioning from dark to light, decay to greenery, narrow to open.
- Encompassing/overwhelming green or red light can mess with feelings of fight or flight.
- Work Backwards
- Your starting point should be the desired emotion you wish to evoke.
- Then you should drill down and choose the spatial parameters, narrative elements, and mechanics to elicit those emotions.
- Lying About the Mission Parameters Evokes Extreme Emotion, Intensity & Uncertainty
- Ex. The player may be asked to hope out for X enemy deaths, only to find out mission completion requires Y amount of time past, vice versa, etc etc.
- ART by Definition:
- Good level design is driven by mechanics.
- Books let you imagine extraordinary things, movies let you see extraordinary things, but games let you DO extraordinary things.
- Metaphysical Medium
- Your game is a painting:
- The subject is your game’s mechanics.
- The composition is your narrative and your graphics.
- The medium is your game’s level.
- Your game is a painting:
- Everything You Create Should Showcase Your Game’s Mechanics
- Creative Reuse of Mechanics
- Don’t just rinse and repeat.
- Find ways to keep mechanics fresh.
- Keep the player learning.
- Don’t focus on just increasing the playtime.
Dan Taylor is currently (2020) Design Director at Thunderbox Entertainment; previously of Eidos-Montréal, Square-Enix Montréal, Ubisoft, Rockstar Games, Electronic Arts, Sony Computer Entertainment, Virgin Interactive, & Cruise Control
