Level Design
Experience Architecture – Sept. 18, 2012
               Fall 2012
              Seth Sivak
Summary
Interest Curves

Three Act Structure

Experience Examples

Multiple Interest Curves
  Portal
  Diablo 2

Manipulating the Curve
Interest Curves
Jesse Schell

Art of Game Design

ACM Paper
Interest Curve

       The quality of an
 entertainment experience is
 determined by how well the
sequence of events is able to
   hold the interest of the
          audience.
Interest
Inherent Interest

Poetry of Presentation

Psychological Proximity
Inherent Interest
Risky

Extraordinary

New

Rare
Inherent Interest
Depends on the audience

Fluctuates over time
Poetry of Presentation
Beautiful Art

Clean Organization

Consistency of Theme

Elegant Simplicity
Psychological Proximity
Tetris
Good Interest Curve
Bad Interest Curve
Three Act Structure
Three Act Structure
Experience Examples
Pacman

http://www.youtube.com/watch?v=uswzriFIf_k
Break
Experience Examples
Test Chamber 18

Portal 1

Episodic Experiences
Repeated Interest
Multiple Interest Curves
Portal
  Avatar/World/Setting
  Story
  Gameplay

Diablo 2
  Avatar/World/Setting
  Story
  Gameplay
  Social
  Investment
Manipulating the Curve
Increase Tension
  Force ending (time)
  Ramp difficulty

Add Downtime
  Allow for break between high points

Increase Interest
  Add story or a new mechanic
  Add high risk vs. reward

Add Difficulty
Add Downtime
http://youtu.be/9m2am6cF5aM?t=9m55s

GAME 3400 Level Design - Experience Architecture

Editor's Notes

  • #7 Zombie games, licenses
  • #9 Myst
  • #10 Social games
  • #16 More ghosts added over timeLess freedom of movementFewer power pelletsFruit drops inLevel complete