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Level Design Experience Architecture – Sept. 18, 2012 Fall 2012 Seth Sivak

GAME 3400 Level Design - Experience Architecture

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This class is focused on understanding interest curves now that we have a firm understanding around interesting moments.

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Page 1: GAME 3400 Level Design - Experience Architecture

Level DesignExperience Architecture – Sept. 18, 2012

Fall 2012Seth Sivak

Page 2: GAME 3400 Level Design - Experience Architecture

Summary

Interest Curves

Three Act Structure

Experience Examples

Multiple Interest CurvesPortal

Diablo 2

Manipulating the Curve

Page 3: GAME 3400 Level Design - Experience Architecture

Interest Curves

Jesse Schell

Art of Game Design

ACM Paper

Page 4: GAME 3400 Level Design - Experience Architecture

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.

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Interest

Inherent Interest

Poetry of Presentation

Psychological Proximity

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Inherent Interest

Risky

Extraordinary

New

Rare

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Inherent Interest

Depends on the audience

Fluctuates over time

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Poetry of Presentation

Beautiful Art

Clean Organization

Consistency of Theme

Elegant Simplicity

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Psychological Proximity

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Tetris

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Good Interest Curve

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Bad Interest Curve

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Three Act Structure

Page 14: GAME 3400 Level Design - Experience Architecture

Three Act Structure

Page 15: GAME 3400 Level Design - Experience Architecture

Experience Examples

Pacman

http://www.youtube.com/watch?v=uswzriFIf_k

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Break

Page 17: GAME 3400 Level Design - Experience Architecture

Experience Examples

Test Chamber 18

Portal 1

Episodic Experiences

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Repeated Interest

Page 19: GAME 3400 Level Design - Experience Architecture

Multiple Interest Curves

PortalAvatar/World/Setting

Story

Gameplay

Diablo 2Avatar/World/Setting

Story

Gameplay

Social

Investment

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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

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Add Downtime

http://youtu.be/9m2am6cF5aM?t=9m55s