Hello everyone,
This document is an analysis of the Nintendo's method of Level Design.
Step by step, we are going to understand how Nintendo make the player undestrand the game mechanics.
We are going to use the Mario Bros exemple in order to observe the evolution of this method throught the years.
And we are also going to compare this Nintendo's method with the one which is use by Valve on Portal.
In that way, we will find the fundamentals and principles of Level Design
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Level design analysis (Nintendo and Valve exemples)
1. LEVEL DESIGN
❖ Nintendo method
➢ The game design goals
➢ Super Mario Bros (1985)
➢ New Super Mario World (2013)
❖ Portal level design
❖ The 10 non exhaustive level design principles
2. Who is he ?
● Nintendo general manager
● Nintendo Creative Director
● Game Designer
“I think that, first a game needs a sense of accomplishment
and you have to have a sense that you have done something, that sense of satisfaction of
completing something”
“When I approach the design of my games, what I have to think about is how I am showing a
situation to the player conveying to him what he is supposed to do”
“The last is the immersive quality of the game, being able to feel like it’s a world you are immersed
in, that you’ve become an hero. That you’ve become brave.
Even if you’re actually crying”
Shigeru Miyamoto
3. ★ Understand the game mechanics
Shigeru Miyamoto & Takashi Tezuka ‘s goals
★ Not too difficult
The player have to :
★ Be satisfied with the bigger Mario
4. The first iconic level !
Informations
Mario’s position
The beginning...
What the player should do ?
5. The first enemy...
● Angry face (sprite)
● Agressive movement (animation)
● Opposite movement (Game Design)
What the player should do ?
Fail at the first try ? (Lose 1 life)
Active danger
6. Introducing the bonus...
● Not the same content inside the question blocks
● The mushroom hit the pipe (interaction with obstacles)
● Good mushrooms ! But why Mario is bigger ?
Is this one dangerous ?
What is it for ?
No escape ?!
7. There is a trap...
Safe hole
Jump training
Dangerous hole
Passive danger
What are these for ?
8. Shigeru Miyamoto & Takashi Tezuka ‘s goals
★ Be satisfied with the bigger Mario
★ Understand the game mechanics
★ Not too difficult
9. What about the rest of the level ?
Introduction Development
Twist
Conclusion
22. What the Kishōtenketsu in video game is for ?
● Introduction :
Let the player understand what is the mechanic and how
he can counter it
● Development :
Let the player practise the mechanic he have previously
learned
● Twist :
Surprise the player
● Conclusion :
Let the player be proud of him and of what he have
accomplished
24. The same method between the levels
Introducing the player
about the inputs and
the (A) mechanic
LEVEL 0
25. The same method between the levels
Introducing the player
about the (B) mechanic
practicing the inputs
LEVEL 1
26. The same method between the levels
Combining the (A) and
the (B) mechanics
LEVEL 2
27. The same method between the levels
Surprise !
The player is no more
an observer
LEVEL 3
Now the player is able to modulate the level
28. The same method between the levels
Let the player practise
the portal gun
LEVEL 4
29. Challenge the player, let him use all the mechanics and gameplay
element previously learned
LEVEL 5
Other mechanics are going to be added and the difficulty
will increase !
38. The 10 principles of Level Design
❖ constantly teach something to the player
❖ is driven mechanics
❖ tell the player what to do but not how
❖ does not use words to tell something
❖ is fun to navigate
❖ is surprising
❖ is easy, medium and hard
❖ empower the player
❖ creates emotion
❖ is efficient
A good level design...