Tag Archives: Level design

Level design: Difficulty in the solving vs difficulty in the execution

DISCLAIMER: I probably have no idea about this. I am just expressing some things I have seen in the games I refer to. Feel free to critique (please, do so, I am here to learn), but keep in mind that I am only learning. In addition, I must add that I will only be focusing in the mechanics of the games used as examples, completely setting aside whatever story, soundtrack, graphics or any other thing.

That said, let’s jump into the topic. This update comes packed with my insights on videogame design. Throughou the entire post I will be explaining the title, and providing examples of games to illustrate my point.

What does the title mean?

Well… Braid, Super Meat Boy and Thomas Was Alone are all 2D platformers, and the objective in all of them is the same: To get to a certain point (be it puzzle pieces in Braid, keys, bandanges and Bandage Girl in Super Meat Boy, or portals in Thomas). That would be the “puzzle” to solve. In order to reach that goal, you must execute a series of movements (no shooting, etc. Just movements). And still, these three are very different games.

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