How To Fail At Level Design

Artindi
16 Dec 202303:53

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

  • 😀 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.
  • 🎮 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.
  • 🗺️ 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.
  • 🕵️‍♂️ It humorously advises to keep the player's objectives a secret to increase immersion, suggesting that players enjoy being confused about their goals.
  • 💥 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.
  • 📖 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.
  • 🔄 The script humorously recommends reusing assets throughout the game instead of creating a variety to give a sense of progression.
  • 🛤️ 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.
  • 🤷‍♂️ 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.
  • 🔚 The conclusion humorously admits to running out of clever things to say, showing self-awareness about the satirical nature of the script.
  • 🔄 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

00:00

🎮 The Art of Failing at Indie Game Level Design

This paragraph humorously discusses the pitfalls of indie game level design. It begins by suggesting that the best way to fail is by not trying at all, but then humorously contradicts itself by assuming the attempt is made. The speaker outlines seven key aspects of level design that, if done poorly, can lead to failure: guiding players, providing challenges, establishing environment and story, relaying progress, introducing game mechanics, and other unspecified elements. The tone is satirical, with advice such as keeping objectives secret to increase player confusion, or using a 'special kind of sense' that highlights everything, thus removing the need for exploration or discovery. The paragraph also touches on the importance of storytelling through level design, asset management, and the introduction of game mechanics, all delivered with a tongue-in-cheek approach to illustrate common mistakes in game development.

Mindmap

Keywords

💡Indie Game Development

Indie Game Development refers to the creation of video games typically by individuals or small teams without the financial support of a large publisher. It is a key theme in the video as the script discusses the ironic ways one might fail in such an endeavor. The video humorously suggests that not trying at all could be the best way to avoid failure, yet it proceeds to outline common pitfalls in indie game development.

💡Level Design

Level Design is the process of creating the structure and layout of video game levels. It is a central concept in the script, where the video ironically discusses how to 'fail' at it by not guiding players towards objectives, not providing challenges, and not establishing a thematic environment. The video uses level design as a recurring example to highlight common mistakes in game development.

💡Player Guidance

Player Guidance is the technique of directing a player through a game environment towards their objectives. The script humorously suggests keeping the goal a secret to make players wonder what they're supposed to be doing, which is the opposite of good player guidance. It's used to illustrate a common pitfall in game design where clarity and direction are essential for player engagement.

💡Challenges

Challenges in game design refer to obstacles or tasks that players must overcome. The video script satirically advises not to worry about creating balanced challenges, suggesting that any criticism can be deflected by claiming the game is either casual or intentionally hard. This highlights the importance of challenge balance in player satisfaction and game design.

💡Thematic Environment

A Thematic Environment is the setting and mood of a game that supports its narrative and gameplay. The script mentions establishing a thematic environment as part of good level design but then humorously dismisses the idea, suggesting that storytelling could be done through cutscenes and text instead, underscoring the irony of neglecting the immersive quality of the game world.

💡Progression

Progression in games is the sense of advancement or development that players experience as they play. The video script sarcastically suggests that a sense of progression is not needed and that players should not have to figure anything out for themselves, which is counter to the typical goal of game design to create a satisfying progression for the player.

💡Game Mechanics

Game Mechanics are the rules and systems that govern how a game functions. The script humorously states that there is no need to introduce and build upon game mechanics through level design, as they can be explained in tutorial text and wikis, highlighting the importance of integrating mechanics seamlessly into gameplay rather than relying solely on exposition.

💡Assets

Assets in game design are the visual, audio, and textual elements used to create the game's world. The video script jokes about using a single collection of assets throughout the game instead of creating varied sets to give a sense of progression and variety, which is a common mistake that can lead to a monotonous gaming experience.

💡Burnout

Burnout refers to the state of mental, physical, and emotional exhaustion often caused by excessive and prolonged work. The script mentions taking shortcuts, especially towards the end of game development, to avoid burnout. This reflects the real-world concern of maintaining developer health and avoiding the negative impacts of overwork.

💡Anticlimactic

Anticlimactic describes an event or conclusion that is disappointing because it is less dramatic or impressive than expected. The video script suggests ending games anticlimactically as a way to fail at creating a satisfying player experience, which is a humorous take on the importance of crafting impactful and memorable game endings.

💡Tutorial Text

Tutorial Text is the instructional information provided to players within a game to help them understand its mechanics. The script humorously suggests that tutorial text is sufficient for explaining game mechanics, negating the need for them to be introduced through level design, which underscores the irony of overlooking the value of integrated learning experiences in gameplay.

Highlights

The best way to fail at indie game development is to never try, but trying is also a path to potential failure.

Level design is crucial for certain types of games, such as sandbox, open-world, idle, and roguelike games.

Contrarily, some game genres might not require as much focus on level design.

Level design can be broken down into seven important aspects to fail at.

Guiding the player towards objectives can be done poorly by keeping the goal a secret.

Providing challenges should be done without consideration for player experience.

Establishing a thematic environment and story through level design is important but can be overlooked.

Conveying a sense of progress is vital, but can be ignored for comedic effect.

Introducing and building upon game mechanics should be done without clear guidance for the player.

The seventh aspect of level design is left unsaid, implying that the presenter does not care to think of more.

Using a collection of assets repeatedly throughout the game can be a sign of poor level design.

Creating distinct collections of assets for variety and progression is suggested but not necessary.

The presenter mocks the idea of providing clear paths and guidance in level design.

The presenter suggests taking shortcuts, especially towards the end of game development.

The presenter ends the transcript abruptly, leaving the audience with an anticlimactic conclusion.

The transcript is self-aware of its own humor and lack of a clever ending.

The presenter acknowledges their own burnout and inability to think of a witty ending.

Transcripts

play00:00

the best way to fail at indie game

play00:01

development is as usual to never try but

play00:04

one could argue that if you never try

play00:05

then you'll never fail so let's assume

play00:06

you do try here's how to fail an

play00:09

important part of game design is level

play00:11

design of course depending on the type

play00:12

of game you're making so if you're

play00:14

making certain sandbox games an open

play00:16

world game without dungeons an idle game

play00:19

maybe or some Rogue likes then that's

play00:21

great because that's the only time you

play00:22

need to worry about level design get it

play00:25

I said the opposite thing there like you

play00:26

know those are the only ones where you

play00:27

actually might not need to worry about

play00:29

level design but then I said those are

play00:30

the ones that you do need to worry about

play00:32

see it's funny right cuz this series is

play00:34

all about saying stuff that's pretty

play00:35

much backwards and ends up making no

play00:37

sense and and you know plus when you

play00:39

think of anyway level design can be

play00:41

broken down into seven important things

play00:42

to suck at one guiding the player

play00:44

towards objectives two providing

play00:46

interesting challenges three

play00:47

establishing thematic environment and

play00:49

story four relay a sense of progress

play00:51

five introduce and build upon game

play00:53

mechanics six probably other things but

play00:55

I don't care I mean I'm teaching how to

play00:57

fail here and seven because seven just

play00:59

sounds a lot better than six when

play01:01

guiding a player towards objectives it

play01:02

helps to keep the goal a secret because

play01:04

it turns out players enjoy wondering

play01:05

what they're supposed to be doing for

play01:06

hours on end and wandering around till

play01:08

they give up I mean everybody loves

play01:10

watching a playthrough online just to

play01:11

figure out what it is they're supposed

play01:12

to be doing it helps with the immersion

play01:14

on the other hand that's not as cool as

play01:15

a special kind of sense that makes the

play01:17

screen flash and highlight with helpful

play01:18

hints this way you can save the play the

play01:20

time of watching that playthrough by

play01:21

just showing them everything with a

play01:23

press of a button you can only pick

play01:24

between these options though there's no

play01:25

in between trust me in level design

play01:27

you'll need to provide challenges for

play01:29

the player to over come because this is

play01:30

one of the most debated and most

play01:32

delicate subjects in game design my

play01:33

recommendation to you is to just not

play01:35

worry about it make it however you want

play01:37

and the great thing is if people accuse

play01:38

you of your challenges being too weak

play01:40

just claim you are making a casual cozy

play01:42

game all along and if they think it's

play01:43

too hard just say yeah that's the point

play01:45

get good you Noob even if the difficulty

play01:47

stems from Overlook broken or

play01:48

unnecessary mechanics that are totally

play01:50

out of the player's control n it was all

play01:52

on purpose you're just that hardcore

play01:55

level design is also way to tell a story

play01:57

but we already covered this in the last

play01:58

episode you know how level design design

play02:00

can be a way to establish an epic game

play02:01

world and environment in the player's

play02:03

mind leading them down an epic tale of

play02:05

wait a second I already did this bit

play02:07

where I cut it off short and said

play02:08

there's no need to do that because you

play02:09

can just tell the story with cut scenes

play02:10

and text Walls instead what is this just

play02:12

recycling old jokes pathetic who wrote

play02:15

this oh oh wait that was me when

play02:18

designing your levels make sure to come

play02:19

up with an adequate collection of assets

play02:21

then just rearrange their order and

play02:22

layout and use them over and over again

play02:24

throughout the entire game and now you

play02:27

might be thinking oh don't tell me I

play02:28

need to make several distinct

play02:29

collections of assets with possibly

play02:31

different themes and styles in order to

play02:32

give the player a sense of progression

play02:33

variety as they continue through the

play02:35

game it was hard enough to make one set

play02:36

of assets but don't worry I'm not going

play02:39

to tell you that level design is a key

play02:41

method to introduce and build upon game

play02:43

mechanics but that's not really needed

play02:45

because you already explained how the

play02:46

Mechanics Work in your tutorial text

play02:48

Walls and the online Wiki so now all the

play02:50

player has to do is follow the path that

play02:51

you've clearly laid out for them that

play02:53

way they don't have to worry about

play02:54

figuring anything out for themselves no

play02:56

need to explore an interesting and

play02:58

potentially unique idea that's that's

play02:59

not what games are for now there are

play03:01

probably other things about level design

play03:02

but do we care not really at least I

play03:04

don't care to think of anymore and you

play03:05

shouldn't either partly because the less

play03:07

you know about something the worse you

play03:08

are at it right but also this way I

play03:10

don't have to draw more stuff that's

play03:11

right I'm leading by example burnout can

play03:13

be real you know learn to take shortcuts

play03:15

especially towards the end of your games

play03:16

where it would otherwise be getting more

play03:17

exciting that way it can end

play03:18

anticlimactically and the last thing is

play03:20

number seven the the seventh thing yep

play03:24

that's uh that's it that's that's how

play03:26

I'm going to end it right there yep but

play03:28

if you follow these instructions

play03:29

carefully then you are bound to succeed

play03:31

at failure thanks for watching and

play03:34

seriously guys I want to take this

play03:36

moment to pause and and really consider

play03:39

that I can't think of anything clever to

play03:42

say for the ending of of this episode

play03:44

normally I think of something witty or I

play03:45

don't know filler to put in here but

play03:48

right now I'm I'm just drawn a blank

play03:49

there's nothing I got nothing I got

play03:52

nothing see you

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相关标签
Indie GamesGame DesignLevel DesignPlayer GuidanceChallengesStorytellingGame MechanicsAsset ReuseHumorIronic Advice
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