Hi, I'm Blake. My first game was '89 Doors', a rage game where you escape mazes whilst being pursued by an insatiable creature of hunger, and now I'm working on a tower defence game called 'Forgive Me My Henchman', where you play as a typical head 'bad guy', deploying henchman and sabotaging a building in an effort to stop a one man army action hero.
As I started designing levels for my new game, I decided to do some research into level design principles. I was not able to find a definitive guide that applies to non-platform games, but I knew that one thing I must do is get the balance right between novelty and familiarity, as well as between ease and difficulty.
People can enter a state of flow through many different forms of activities, with games being one of them. Do you remember a time when you lost yourself completely in a game? If you do, then it is likely at that point in time you were experiencing flow.
So how do we create flow experiences in games?
So how does this apply to level design?
The key lesson to take from this is that we should try to create levels that balance difficulty and skill, while also balancing novelty and familiarity. This is a good guide to ensuring that we make the kind of levels that do our games justice, and create the experiences that gamers deserve.
If this was useful, feel free to leave a comment and share. If you want to find out more about flow, then I suggest looking at Mihaly Csikszentmihalyi’s Ted talk. Thanks for reading guys and have a great week!