Level Design Experience Architecture – Sept. 18, 2012 Fall 2012 Seth Sivak
May 18, 2015
Level DesignExperience Architecture – Sept. 18, 2012
Fall 2012Seth Sivak
Summary
Interest Curves
Three Act Structure
Experience Examples
Multiple Interest CurvesPortal
Diablo 2
Manipulating the Curve
Interest Curves
Jesse Schell
Art of Game Design
ACM Paper
Interest Curve
The quality of an entertainment experience is determined by how well the sequence of events is able to hold the interest of
the audience.
Interest
Inherent Interest
Poetry of Presentation
Psychological Proximity
Inherent Interest
Risky
Extraordinary
New
Rare
Inherent Interest
Depends on the audience
Fluctuates over time
Poetry of Presentation
Beautiful Art
Clean Organization
Consistency of Theme
Elegant Simplicity
Psychological Proximity
Tetris
Good Interest Curve
Bad Interest Curve
Three Act Structure
Three Act Structure
Experience Examples
Pacman
http://www.youtube.com/watch?v=uswzriFIf_k
Break
Experience Examples
Test Chamber 18
Portal 1
Episodic Experiences
Repeated Interest
Multiple Interest Curves
PortalAvatar/World/Setting
Story
Gameplay
Diablo 2Avatar/World/Setting
Story
Gameplay
Social
Investment
Manipulating the Curve
Increase TensionForce ending (time)
Ramp difficulty
Add DowntimeAllow for break between high points
Increase InterestAdd story or a new mechanic
Add high risk vs. reward
Add Difficulty
Add Downtime
http://youtu.be/9m2am6cF5aM?t=9m55s