URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Wonky College
  HTML https://adventuregames.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Design
       *****************************************************
       #Post#: 32--------------------------------------------------
       21 Adventure Game Design Tips
   DIR By: Pam
       Date: May 22, 2021, 3:54 am
       ---------------------------------------------------------
       Bill Tiller with Larry Ahern
       LucasStyle Entertainment
  HTML http://www.lucasstyle.com/tutorials.htm
       Adventure Developers
  HTML http://web.archive.org/web/20130406165841/http://adventuredevelopers.com/features.php?start=30
       Over the past nine years Larry Ahern and I have worked with many
       different adventure game designers and on many adventure games.
       We both contributed heavily to the game designs for all those
       projects.
       Larry even got to co-design The Curse of Monkey Island with
       Jonathan Ackley. During those projects we have learned a lot
       about the genre including these basic adventure game design
       ‘rules’, or you could just consider them ‘strong suggestions’.
       The word ‘rules’ seem a bit strong for such a flexible genre as
       adventure games. Also many of these ‘rules’ can be applied
       successfully to other game genres as well.
       1. Show the barrier before you show the way to overcome it.
       Clearly define the problem before you send the player looking
       for solutions. If the goal of the level is to save the princess,
       use a cinematic at the beginning showing the villain carrying
       her off to his castle. When the section becomes playable, it’s
       very clear that the player needs to get into the castle and save
       her. The “how” part is the game.
       2. Don’t wear out the player character’s shoes.
       Keep locations close or make shortcuts to get to those
       locations. Edit out the tedium. When films portray characters
       doing legwork, they edit it down to key points that convey the
       necessary information. Make that interactive via portals or
       shortcuts that bypass the uneventful 20-minute walk across town
       to the crucial clue. Also, if a player solves a puzzle for one
       item in a sequence, don’t make him repeat the same solution for
       the remaining items unless there’s some potential for variation
       (just cut away to the conclusion).
       3. Keep the player entertained even when they are not solving
       puzzles.
       Make sure there are other things for the player to do and see
       when the puzzles have them stumped. This can range from mini-
       games, to interactive toys, to interactive dialogues with NPC's,
       to exploration, to viewing active elements of your living,
       breathing game world.
       DaveGilbert: This is key - having lots of "stuff" in the
       background really helps in fleshing out the game world. Dialog
       is also very important - it can turn a generic stock NPC into a
       very memorable and interesting character.
       4. Reward the player with animated sequences, new areas, or new
       powers for solving major puzzles.
       Players want to feel a sense of accomplishment, so don't just
       show them the same overused reach animation when the character
       finds an object that changes the course of the game. If it's a
       big deal, there should be a resulting dramatic animation payoff
       and then possibly some new territory, both physically and
       interactively, to explore. Other reward ideas include a point
       system with bonuses, new playable characters to unlock, bonus
       levels, new physical appearances for player characters, or
       access to behind-the-scenes or 'making of' materials for viewing
       after the game.
       5. Show the consequences of the Player Character's actions.
       If he foils a villain's plans, show how it affects the villain.
       If a player cuts off the power to a building, show how that
       affects the people inside. If the player releases a hideous
       voodoo curse, leaving a swath of death and destruction in its
       wake, by all means let the player visit that swath and suffer at
       the hands of the curse's survivors!
       6. Provide subtle but entertaining and clear clues to give the
       player a fighting chance at solving the puzzles.
       Don't try to create any ultimate stumpers. Puzzles in these
       games are challenging enough without a little help from the
       designer. The path to a solution should be fun, whether the
       player rushes down it because the way is immediately clear to
       them, or whether they're unsure of the direction and are forced
       to search around a bit. There should be fun in the tangents and
       detours, and often this is where much of the character and
       detail of your world exist. Take advantage of it.
       Igor: Agree, one of the hardest parts of game design. If there
       are too little clues, players complain the game is too hard...
       though, if there's too many of them, players complain again,
       that you are practically "giving away" solution. I think a lot
       of beta testing is the only way to get it just right.
       2ma2: Designing puzzles is a tough task. Since you know them,
       you tend to make it even more tricky than it needs cause you
       think that's it's to easy and everyone will solve it instantly.
       Also, something that one must think at is; is it clear what the
       current action will do. One example is Floyd SB, where you had
       both a rock and a vase in the inventory. A puzzle was breaking
       the vase with the rock, which makes sense but it's not very
       likely that you'd come upon unless you, like I, tried every item
       on every other item while completely stuck. The solutions could
       be a small hint like looking at it, it says "it seems to be
       something inside of it" in which your aim is clear: acquire this
       something (break it being the solution). This aim is important.
       Many times, the player does not know WHAT to do with certain
       things, and providing hints, like the character saying "Gee, I
       must get into that somehow" gives you the task, and then the
       actual game play, figuring out what to do to accomplish this,
       can take place. This is a crucial part of the storyline work of
       course, but can be of great help when dealing with smaller
       things as well, like something mentioned within the context.
       7. Vary the puzzle types and styles throughout the game to keep
       things fresh.
       Repetition is boring and can discourage people from playing your
       game. But if the puzzles are unusual and unexpected, players
       will be intrigued and stick with your game much longer. Don't be
       afraid to use arcade or platform style puzzles too, as long as
       they aren't too hard and can be bypassed by those who don't like
       this style of puzzle.
       8. Make the player care by creating drama and empathy.
       We all relate to Luke Skywalker because we hate doing boring
       chores for our parents and would rather go off exploring the
       world and seeking adventure. We empathize with him and his
       dreams vs. the reality of his tedious existence. Then when his
       aunt and uncle are killed we really feel bad for him and want
       him to have revenge more then ever. In The Secret of Monkey
       Island, Guybrush Threepwood just wants to be a pirate. That's
       good enough for starters, but the game really gets interesting
       when he falls for Elaine and comes into conflict with Fester
       Shinetop. The drama kicks in when the villain attempts to drown
       Guybrush in order to kidnap and marry Elaine himself.
       9. Let players interact with the villain.
       Don't have him commit a terrible crime at the beginning, then
       sit in his hideout until the end of the game waiting for the
       player to come to him. Design multiple confrontations that build
       in intensity. The villain should react to the hero's progress,
       trying to stop him or slow him down, and their conflict should
       evolve. This doesn't necessarily mean that players need to chat
       with the bad guy every 5 minutes (too much access destroys the
       illusion of threat), but there should be confrontations,
       reactions, twists, turns, reversals and the like, as well as
       interactions with his lieutenants and cronies.
       Ionias: I'm not sure that I agree with this 100% Some stories
       are about the "WHO" did the crime and not about the "HOW" to
       stop the crime. Giving away too much (i.e. interaction with the
       villain.) could ruin all the suspense. On the other hand I can
       see where player interaction with the villain, although he's not
       aware he's the villain could be very good for the story. Albeit
       hard to accomplish.
       10. Use interesting situations, NPC's and dialogue to transform
       even your most rudimentary puzzles into entertaining gameplay.
       If you have a standard lock and key puzzle, at least make the
       person with the key unusual and entertaining. For example, the
       voodoo villagers in The Secret of Monkey Island took the
       cannibal stereotype and turned it on its head-they wanted to eat
       you, but had recently become vegetarians in order to limit their
       cholesterol intake.
       11. Design puzzles and locations to minimize small, single-use
       animations.
       Animation is expensive, so save your animation budget for
       rewards and sequences that the player will see multiple times.
       2ma2: I couldn't disagree more. Making unique small animations
       makes a game world alive. The only problem is making them slow
       and blocking, which will hinder gameplay and delay the progress,
       which is highly annoying. Teen agent was a nice example (of
       animations, not the horrific puzzle design and pot), whilst
       Broken Sword does the opposite and annoys the hell outta me. The
       answer instead lies in how you make them. Lesser complex
       animations could work just aswell as mega smooth eye candy with
       40 frames. Full Throttle is still among the top games
       graphics-wise, and it doesn't delay the gameplay
       12. Use the language of film.
       Edit the game the way a film or TV show is edited. Our visual
       language is a familiar style taught to us through TV and film
       and perfected over the last 100 years. It is the clearest most
       effective way to speak to your audience. For example, if the
       player is following an NPC to a certainlocation with no
       opportunity to interact en route, then don't show them walking
       all the way over there. Watching people walk is boring. Instead,
       use a film editing trick called a 'cut', to instantly transport
       them to their destination. Players understand what happened and
       can fill in the blanks, as well as realize that action's lack of
       significance. There are a lot more rules about film language but
       it would take another article to list them all. I suggest anyone
       who wants to learn these get a book on the subject or take a
       class at a local junior college.
       13. Listen to everyone's ideas and pick out the good ones that
       match your vision.
       Despite the fact that many games have one person's name on the
       cover, it most certainly doesn't mean that that person came up
       with every idea themselves. Nor usually does it mean he wrote
       all 7,000 to 10,000 lines of dialogue typical to an adventure
       game. Most production staffs include designers, scripters,
       writers, artists, and testers that help come up with all the
       ideas. It's the team leader's job to elicit, inspire, encourage,
       nurture and direct these ideas (along with a healthy dose of his
       own), and then keep the ones that fit with his image of the
       game, and set aside the ones that don't.
       14. Plan ahead when designing your game, and be realistic about
       what you can achieve.
       Completing a small, solid project is better than having a grand
       vision never realized. I've done the latter myself when I was
       younger, and have seen many a film student's work go unfinished
       after realizing he'd bitten off more than he could chew.
       Meanwhile, filmmakers who did work that was short, but
       brilliant, were often rewarded with bigger budgets the next time
       and went on to create their grand vision.
       15. Don't tease the player with things they can't access.
       The most interesting place in the game should be right where the
       action is, or where it's going. Do not show anything in the
       background that is too distracting, confusing, or intriguing
       unless you are going to let the player interact with it
       eventually.
       16. Don't underestimate the importance of music, voice acting,
       and sound effects.
       Music sets the mood and the emotional state for your game. Sound
       effects make your images come to life. Great character voices
       are so very important. Be especially careful whom you cast as
       your main characters. A miscast lead character with an
       irritating or otherwise inappropriate voice can ruin an
       otherwise successful game. Great casting choices, on the other
       hand, elevate a pretty good game to a higher level.
       17. Games are about wish fulfillment, so don't let the gameplay
       feel mundane or like work.
       The player doesn't want to be reminded of his life, he wants to
       do something exciting for the short period of time he is playing
       your game, whether it's saving the world or just wearing someone
       else's shoes forawhile. Some games let you play the hero, while
       others, such as The Sims revolve around more mundane activity,
       but players get to be someone else and do things they couldn't
       or wouldn't do in real life. That is the aspect of wish
       fulfillment. You'll notice that there is no expansion pack
       called The Sims: Commute to Work.
       18. Make the quests clear, cogent and manageable.
       If the player asks at the beginning of the game "what do I do?"
       you have a serious problem. Whether it's a mentor sending
       players toward the adventure, a character's plea for help, or
       putting the player character's butt on the line, something needs
       to clearly propel them in the right direction. In the Monkey
       Island games there is always the good ole' Voodoo Lady to remind
       the player of his goals. Cogency means clear and logical. So, if
       I give the old man a sacred root he will tell me about the
       secret entrance to the castle. That is pretty straight forward.
       But if I have to push him over a log so his arm accidentally
       triggers the secret latch to the passageway, then things are
       getting a little muddled and confusing. Why can't the player
       push the lever himself? How is the player supposed to know that
       this is going to happen in order to be motivated to try it in
       the first place? Make sure the goal is manageable. In Full
       Throttle, in order to escape the town of Mellonweed Ben has to
       get three things: gas, new forks for his chopper, and a
       blowtorch. This is a manageable quest. But let's say for a
       moment that Ben also needed to get grease for his chain, light
       bulbs for his head light, spark plugs, a catalytic converter
       etc. That might be too much, and too hard to manage. Eventually,
       players will start to forget which quest they are actually on
       and get bored with the lack of real progress.
       19. Don't waste the players' money with multiple solutions to a
       single puzzle.
       If you animate both solutions the player is probably only going
       to see one of those animations, but he paid for both when he
       bought the game. However, do provide payoffs for failed
       attempts-this is a great chance to build character. If there are
       obvious (but incorrect) solutions that most players will try,
       make sure there are some entertaining animations of the Player
       Character failing. Players will be bored out of their minds if
       your character stands there and says, "That won't work" to all
       but the correct answer.
       Squinkycakes: Or at least have the Player Character say
       something humourous about it. For example, when he/she/it tries
       to "pick up" another character, "I can't pick that up" can be
       replaced with "He's not my type" ;)
       Jon Kneller: I kind of disagree here, on 2 points. Firstly, I
       support the use of multiple choices, as long as they are well
       signposted. In Indy it was even on the game box, and as a result
       this feature was very well received. Secondly, for small
       puzzles, I would advocate multiple approaches to a solution as a
       way of avoiding frustration: "Why the hell do I need to find one
       particular drawing pin in order to burst a balloon when I have a
       pair of scissors, a knife, a pencil etc. to hand?" The result is
       the same whichever you use, you have still managed to work out
       the approach required, and you get the small payoff of the
       balloon exploding without running around for hours looking for
       an item that, due to the law of averages, you missed before. You
       probably wouldn't even need a new animation!
       20. Never give the player a tool that can too easily be used to
       solve a number of puzzles.
       Make the items very puzzle specific-unique to that problem.
       Also, make sure it seems somewhat reasonable within the fiction
       that "forbidden" items would not be available to your character.
       21. Have fun.
       If you aren't having fun with your game, most likely your
       players won't either. If you enjoy what you're doing and like
       the work you're producing, it will probably show in the final
       product.
       *****************************************************
       Page 1 of 1