Background

Elevations & Player Visibility

๐ŸŽ๐Ÿ“ – ๐„๐ฅ๐ž๐ฏ๐š๐ญ๐ข๐จ๐ง๐ฌ ๐š๐ง๐ ๐๐ฅ๐š๐ฒ๐ž๐ซ ๐•๐ข๐ฌ๐ข๐›๐ข๐ฅ๐ข๐ญ๐ฒ

In previous posts about navigable levels, I’ve often been asked whether elevation changes and ramps significantly affect player’s perception. The short answer is yes; ramps are also a design tool!

By using ramps, we can guide the player’s attention, control their visibility, and carefully pace their movement through the environment. This helps us tell a story through the space itself.

In the sketch I’m sharing today, I illustrate two scenarios (extreme case examples) where elevation is used to craft different gameplay dynamics.

In simple terms, the key elements of a route that we see in these examples are:

– Where the player is (๐Ž๐ซ๐ข๐ ๐ข๐ง),
– Where they need to go (๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž),
– The surrounding navigable areas near the objective (๐‹๐จ๐œ๐š๐ญ๐ข๐จ๐ง),
– And the path to reach the objective (๐๐š๐ญ๐ก).

๐ˆ๐ง ๐ญ๐ก๐ž ๐Ÿ๐ข๐ซ๐ฌ๐ญ ๐ฌ๐œ๐ž๐ง๐š๐ซ๐ข๐จ, the objective is positioned beyond an upward slope. Here’s how each key element is perceived:

– ๐Ž๐ซ๐ข๐ ๐ข๐ง: By default, the player and their immediate surroundings are clearly visible.
– ๐๐š๐ญ๐ก: The path itself is very prominent, as the upward angle provides an advantageous view of the trail ahead.
– ๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž: In this scenario, the objective is partially obscured. You can design it to be fully hidden or fully visible. I’ve illustrated a middle option.
– ๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž ๐‹๐จ๐œ๐š๐ญ๐ข๐จ๐ง: The navigable area surrounding the objective is completely hidden by the slope, and won’t be revealed to the player until they are almost there.

This upward slope lets us create an inviting beginning, even a clear objective if we want while keeping the final navigable area hidden. This ideal for a scripted event, a boss fight or a big reveal.

๐ˆ๐ง ๐ญ๐ก๐ž ๐ฌ๐ž๐œ๐จ๐ง๐ ๐ฌ๐œ๐ž๐ง๐š๐ซ๐ข๐จ, the objective lies at the end of a downward slope:

– ๐Ž๐ซ๐ข๐ ๐ข๐ง: Visible. I’m including this just as a reference.
– ๐๐š๐ญ๐ก: Due to the steep angle, much of the path is hidden from view, limiting the player’s ability to see what’s coming immediately next.
– ๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž: The objective itself is fully visible from the start, providing clarity about the ultimate goal.
– ๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž ๐‹๐จ๐œ๐š๐ญ๐ข๐จ๐ง: The surroundings of the objective are also clearly visible, even though the path leading there is obscured.

This downward slope gives us a different storytelling tool. We can clearly show the player where they need to go while keeping the details of the journey obscured. This creates a sense of anticipation, players know their destination but are unsure of what they may encounter along the way. Also, the pacing is more frenetic/uncertain since the player can anticipate less.

I’d love to hear how you use elevation changes in your own designs. What techniques do you find most effective for guiding or surprising the player?

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