How To Fail At Level Design
Summary
TLDRThe video script humorously outlines the 'best' ways to fail at indie game development, focusing on poor level design. It sarcastically suggests keeping player objectives secret, overusing assets without variety, and ignoring the importance of game mechanics. The script pokes fun at common mistakes in game design, such as lack of player guidance, over-reliance on tutorials, and neglecting the storytelling potential of level design. The tongue-in-cheek advice is a playful critique of game development pitfalls.
Takeaways
- ๐ The script humorously suggests that the best way to fail at indie game development is to never try, but it then proceeds to provide 'advice' on how to fail if one does attempt development.
- ๐ฎ It implies that certain game genres like sandbox, open world, idle games, and roguelikes might not require as much focus on level design, but then humorously contradicts itself to emphasize the importance of level design.
- ๐บ๏ธ The script satirically outlines seven important aspects of failing at level design, including guiding the player, providing challenges, establishing environment and story, conveying progress, introducing game mechanics, and acknowledging there might be other aspects but not caring to list them.
- ๐ต๏ธโโ๏ธ It humorously advises to keep the player's objectives a secret to increase immersion, suggesting that players enjoy being confused about their goals.
- ๐ฅ The 'advice' given for challenges is to not worry about them, and to justify any criticism by claiming the game is either casual or intentionally hard.
- ๐ It pokes fun at the idea of using level design to tell a story, suggesting that cutscenes and text walls could be used instead, and then self-deprecatingly acknowledges recycling this joke.
- ๐ The script humorously recommends reusing assets throughout the game instead of creating a variety to give a sense of progression.
- ๐ค๏ธ It sarcastically suggests that a clear path laid out for the player eliminates the need for them to explore or figure things out, undermining the idea of discovery in games.
- ๐คทโโ๏ธ The script ends by humorously stating that not caring about additional aspects of level design is part of failing well, as ignorance in certain areas can lead to poor design.
- ๐ The conclusion humorously admits to running out of clever things to say, showing self-awareness about the satirical nature of the script.
- ๐ The script repeatedly uses the number seven as a punchline, suggesting that it sounds better than six, but then ends abruptly, leaving the seventh point unsaid.
Q & A
What is the main theme of the video script?
-The main theme of the video script is a humorous take on how to fail at indie game development, specifically focusing on poor level design.
What are the seven important aspects of level design mentioned in the script?
-The script humorously suggests seven aspects of level design to fail at: guiding the player, providing challenges, establishing environment and story, relaying a sense of progress, introducing game mechanics, and two unspecified aspects that the author doesn't care to elaborate on.
Why does the script suggest keeping the goal a secret when guiding a player towards objectives?
-The script sarcastically recommends keeping the goal a secret to make players enjoy wandering aimlessly, which is a counterintuitive approach to level design.
What is the script's stance on providing challenges for the player?
-The script humorously advises not to worry about providing challenges, suggesting that if accused of weak challenges, one can claim to be making a casual game, and if it's too hard, to tell players to 'get good'.
How does the script approach the topic of storytelling through level design?
-The script humorously dismisses the need for storytelling through level design, suggesting that cutscenes and text walls are sufficient.
What does the script say about using assets in level design?
-The script satirically suggests using a single collection of assets and reusing them throughout the game, disregarding the idea of creating distinct collections for variety and progression.
Why does the script recommend not introducing game mechanics through level design?
-The script humorously states that since game mechanics are already explained in tutorials and wikis, there's no need to introduce them through level design, promoting a lack of exploration and discovery.
What is the script's advice on the number of things to consider about level design?
-The script ends abruptly after mentioning seven things, suggesting that the creator can't think of anything clever to say and implying that not knowing more about a subject can lead to failure in that area.
What is the script's tone throughout the video?
-The script maintains a humorous and sarcastic tone, poking fun at common mistakes in level design and game development.
What is the script's final message to the audience?
-The final message is that if one follows the 'instructions' provided in the script, they are bound to succeed at failing, which is a playful way to conclude the satirical advice given.
Why does the script mention 'burnout' and 'taking shortcuts'?
-The script mentions 'burnout' and 'taking shortcuts' as a way to humorously suggest that not putting effort into the later stages of game development can lead to an anticlimactic end.
Outlines
This section is available to paid users only. Please upgrade to access this part.
Upgrade NowMindmap
This section is available to paid users only. Please upgrade to access this part.
Upgrade NowKeywords
This section is available to paid users only. Please upgrade to access this part.
Upgrade NowHighlights
This section is available to paid users only. Please upgrade to access this part.
Upgrade NowTranscripts
This section is available to paid users only. Please upgrade to access this part.
Upgrade NowBrowse More Related Video
5.0 / 5 (0 votes)