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Level Design
 Indirect Control – Oct. 9, 2012
            Fall 2012
           Seth Sivak
Summary
Introduction

Constraints

Challenges vs. Choices

Methods of Indirect Control

Methods of Direct Control
Every decision a player makes is
based off of indirect control from
          the designer.
  The goal of the designer is to
know every decision a player will
 faced and provide feedback to
 give the player what they want.
What is Indirect Control?


  FEEDBACK
Indirect Control
Game Design Techniques to:
  Setup the player
  Guide the player
  Teach the player
  Challenge the player
  Help the player

… without the player noticing
Constraints
Formal Constraints (Challenges)
  What should the player do?
  What challenges await the player?
  Framework for player

Material Constraints (Choices)
  What can the player do?
  How can the player win?
  Means for the player
Choices vs. Challenges

Choices > Challenges =Lost
Challenges > Choices =Frustrated
Challenges ~ Choices =Fun
Indirect Control
Indirect Control
Indirect Control
Indirect Control
Indirect Control
Indirect Control
Indirect Control
                   Help Me!
Indirect Control
Indirect Control
Methods of Indirect Control
Implicit Goals (prior knowledge)

Explicit Goals (roleplaying)

Interface

Visual Orientation (wayfinding)

Non-Visual Feedback
Implicit Goals
Implicit Goals
Clear challenge for the player

Inherent aspiration to achieve the goal

Have the skills to complete the challenge
Explicit Goals
Interface
Semiotics
Wayfinding
Non-visual Feedback
Sound

Music

http://www.youtube.com/watch?v=67Z5VKTwAls&feature=
related

Character

http://youtu.be/i9JiU6b3mlw?t=7m1s
Methods of Direct Control
Inconsistencies within the worl

Incongruous rule enforcement

Out of fiction Hints/Cheats/Solutions

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