Creating the Quest: Indie Level Design Tips from PAX Online

“Creating the Quest” presenters at PAX Online 2020.

You have to admit, 2020 has thrown the world at large for a bit of a loop. Saying this year has been a tad “odd” is an understatement. But we’re finding ways of adapting and chugging along.

You, the reader, may have transitioned from a brick and mortar office to your work-from-home lair, and become a modern vampire who hisses at the mere sight of light and the thought of people doing things outside. Or maybe you’ve just always been that way. Perhaps you are reading this in a hikikomori-like state, holed up in your comfy room with a blanket wrapped around you and infinite snacks at the ready, more than enough to survive whichever new doomsday twist might be around the corner as M. Night Shyamalan laughs in the distance. Weirder still, you could be…normal?

One saving grace of this year, arguably the best, is that games are still here to stay. (Thank goodness!) Whether you just play games or you make them too, this time of year tends to awaken a primal urge in many afflicted gamers: Go to Seattle, attend PAX West, and spend more money than you can rightfully justify.

Usually, tens of thousands of nerds descend upon the Penny Arcade Expo convention halls like a swarm of so many locusts, eager to check out new game company reveals, test out demos, stand awkwardly at the back of concerts featuring chiptunes, synth-pop or geek metal flair, and attend panels by industry experts in the hopes of gaining the knowledge that could help turn them into an industry expert themselves.

Thanks to that-which-shall-not-be-named, the Penny Arcade Expo is not a physical gathering this year, since the annual “con crud” this time around would turn the average post-gaming cold into a potential boss battle. But the organizers have worked tirelessly with the hand they were dealt, and thus PAX Online was born! Starting on September the 12th and running presently through to the 20th, panelists and musicians alike have worked with the convention hosts to give us that sweet gamer content around the clock, and for free at online.paxsite.com!

One of the intermission screens from PAX’s new virtual convention format.

One such offering is the “Creating the Quest” panel that aired on Wednesday, Sept. 16. Emily Tidd, host of the panel and Community Marketing Manager at Tic Toc Games, led the video conference attendees through a series of level design questions intended to give spectators a look at what goes on behind the scenes of game creation.

Indie game designers on the panel included WayForward Director James Montagna (Shantae, Mighty Switch Force!), Tic Toc Games Gameplay Director Michael Herbster (Shovel Knight, B.ARK) and Moon Studios Game Designer Milton Guasti (Ori and the Blind Forest, Project AM2R).

And so, here are a few tips for aspiring independent game designers on how to create levels that keep players wanting more.

Starting the Process

Michael:

  • Begin with a pen and paper to jot down your design ideas.
  • Build your level using documentation — what are the general emotions and feelings you wish the player to experience? What challenges with the player have to tackle in this level?
  • If the team approves of the level concept, the designer must “graybox” it out by turning their vision into a simple but playable model.
  • Make sure that someone else plays through it, that the level itself is playable from start to finish, and that enemies are in place. Art can be added afterward.

James:

  • When beginning the level design process for a new game, consider the game’s rules as well as the context for each level.
  • Learn the player’s navigation, such as how many units the character can jump vertically or horizontally. If any changes are made to the player’s design, it may invalidate the levels you built around it.
  • Think about which enemies will debut in each level, how they operate, and how how they will interact with the player on an individual basis.
  • Establish a debug or testing room to try out different things, such as testing different kinds of platforms and collision detection, as well as combat mechanics with each kind of enemy.
  • Establish a road map and think about where the level stands in regards to the rest of the game. Is your level early on, when the player is still learning the controls? Or have they unlocked all abilities and have every tool at their disposal?
  • “In a non-linear exploration game (such as a “Metroidvania”), knowing what tools and abilities [the player] has access to at all times is critical so that you can design around that.”

Adding Fun

Milton:

  • Create a player movement that feels smooth.
  • Where applicable, create a synergy between movement and combat.
  • Carefully craft different combinations of enemies to throw at the player.

Michael:

  • It’s important to make sure the player is challenged, but fairly challenged.
  • They should feel rewarded for getting through it.

James:

  • Orchestrate the experience so that the player feels empowered when you want them to feel that way.
  • In room-based games, don’t put an enemy in each one. Design the area with fun in mind and give the player a chance to rest.
  • Think about Mega Man, and the long empty hallways you travel through on your way to the boss.
  • “It’s important to let the player breathe and be in their head for a minute to stop and acknowledge the fun they’re having.”
  • Let the player have fun with new abilities they get, such as putting them in a room where they can try it out without taking damage.
  • Turn it into a teaching moment by making it so the player can’t leave the room until they use their ability successfully.

When your home has been your office for too long, you start to see things in your coffee.

Navigating Paths

Milton:

  • Add memorable visual landmarks so the player thinks “This particular place is important.” You can use markers like a huge entrance or a statue that stands out from the rest of the environment.
  • Give the player visual cues to consider so they’ll think to come back and explore later on in the game.
  • You can add small and unobtrusive nuances to get the player’s attention, such as panning the game’s camera to a specific point in the level, playing with a little splash of color, or adding something distinct to an object or place to make it pop or stand out somehow.

Michael:

  • Make sure that the art around the area is eye-catching, or add a sheen around things such as breakable objects.
  • You can play with light effects to give subtle hints to the player on where they should go without telling them. Add something like a gleam of light or a lamp over a door.
  • Make sure players aren’t drawn to areas that will get them killed.

James:

  • It’s not just about designing where you want the player to go — it’s also about not drawing their eye to where you don’t want them to go.
  • Different eras of gamers may interact with the game differently. “Oldschool gamers, it’s in their DNA to push through every wall to see if you can go through it.”

Narrative Flow

Milton:

  • Take world-building into consideration when designing each level or game. Be in touch with the concept artists about what the world looks like. Is there any civilization or technology? How complex is it? All natural?
  • If there are any NPC’s (non-playable characters) or inhabitants there, think about their small details. Each NPC has their own side story. “Even if it doesn’t explicitly contribute to the story, it makes the world feel more alive and alluring.”

Michael:

  • Make sure control isn’t taken away from the player unless there’s a major event.
  • Make sure everything feels fluid.
  • Check in with the game team to see that everyone is still holding hands and following the same vision.

James:

  • Designing levels driven by narrative gives us the opportunity to introduce a lot of personalities into a game.
  • Occasionally, the narrative can serve the purpose of introducing a level design concept. Specific details from the story can tee up events or challenges for the level designer. (Example: magic carpet race plotline in the story turning into a flying carpet challenge level)

Incorporating Color

Michael:

  • Make everything visually stunning.
  • Focus on putting characters against the background to see if they “pop” correctly.

James:

  • Use colors to set navigable paths, such as vibrant colors against a dark background.
  • Use colors to set different moods, such as yellow for alertness, or blue tones for calm.
  • Accent a special area with overall brighter colors, or effects like a colored tint over everything. The player can see that and sense that there’s a different energy in that area.

Remember when we could all cram into game conventions like a can of sardines? (Credit: https://blog-ambassadors.xbox.com/)

Measuring Success

Milton:

  • Observe playtesters in their natural habitat, from a distance. The more you interfere, the more you tamper with the results. Otherwise, “The moment they do something you don’t want them to do, you’ll say ‘Oh no! Don’t go there! That’s not how it’s supposed to work!'”
  • Testers will find issues you don’t see because you’re too close to them.
  • Once enough testing is conducted, you’ll start to see patterns where there are spikes in difficulty. You can use this data to tweak the player experience.
  • “The sooner you get the opinion of other people, the cheaper the changes will be later on.”

Michael:

  • Just get your game in the hands of players. Keep your mouth shut, and watch what they’re doing.
  • Ask the players specific questions. If it leads in the wrong direction, you’ll get bad information. Asking “How did you feel about that?” may be too open-ended, but you could ask something like “Was that section hard?” and turn it into useful information and concentrated feedback.
  • Find testers with different play styles, including novices and those who don’t consider themselves a hardcore gamer. You can study how they play your game compared to other players.

James:

  • It may sound cheesy, but you can conduct a “Smile Test” to see if a player is smiling or nodding and having fun while playing your game for the first time.
  • The whole reason games exist is to produce positive reactions and to have fun.

Replay Value

Milton:

  • Some fun concepts include things like exploring to fill out a player’s map, or gaining new abilities and then using them to unlock things.
  • If possible, add things like speed trials so players can show off their competitive edge.

Michael:

  • Add a high score system. Players will be able to track how they’ve improved, or how many enemies they’ve downed.

James:

  • Aim for making an experience so fun that players just wanna do it again and again. You can do things like hide treats, which encourages players to go back into a stage and search every nook and cranny to collect them all.
  • Craft puzzles so that players want to go back and try again to get a better clear time.
  • Put something in an earlier stage that seeds a future event.

If you would like to learn more about the panelists and their work, feel free to give them a follow on Twitter!

@LadyAvianna [Community Marketing Manager, Tic Toc Games], @MichaelHerbStar [Director of Gameplay, Tic Toc Games], @JamesPopStar [Game Designer and Director, WayForward], @DoctorM64 [Game Designer, Moon Studios]

Or, follow PAX itself, @PAX!

Visit now at online.paxsite.com!

Promoting your indie game: Advice from PAX East 2019

Penny Arcade Expo East took place on the weekend of March 28th-31st in Boston, MA, and tens of thousands of people (including this Philly-based writer) descended upon the convention center, eager to glean info on new games to hit the scene. Some of those convention-goers attended panels to learn how to become game designers themselves, or improve games they’re already making.

One such panel was “Promote Your Indie Game Like a Damn Professional”, featuring panelists Tom Dyke (Events Director for Cards Against Humanity), Shari Spiro (Owner of Breaking Games), Maya Coleman (Community Manager of Secret Hitler), Jon Ritter (Owner of Lay Waste Games), Luke Crane (Creator of Burning Wheel), and Tanya X. Short (Captain of Kitfox Games). The Thursday afternoon talk was full of people enthusiastic about creating PC and tabletop games alike.

Here are a few tips that the presenters gave for marketing your indie game, from development to post-shipping.

  • For better playtest feedback: Ask pointed questions about certain elements of your game, rather than just asking “Did you have fun?” That way you will get more specific suggestions than just a “yes” or “no” answer.
  • Have non-friends playtest your game. This means that they won’t be biased toward saying that your game is better than it really is. Also, don’t let them know you’re the designer, because that will most likely cause them to act nicer and not give genuine feedback.
  • Sit down and play your game with people first before taking it to social media. This way, you can avoid any big pitfalls by discovering large errors in person instead of having to fix embarrassing issues right after announcing it.

WelcomeHome

When you know you’re back home.

Tabletop Playtesting:

  • Do around 200 playtests from other people before finalizing your game. Hand over the rules and the game, and then step back. Bite your tongue. It will be difficult to watch people making mistakes during your game (maybe from the very beginning), but it is very important to see where they get confused so you can clear those issues up before production.
  • You can make cheap prototypes of your game by printing and taping paper over pre-existing cards or other pieces that you own.
  • Print + play – You can make printable templates to send online to people who pre-order or back your game on Kickstarter, so they can play at home while they wait for the game to publish.
  • Friendly local game store and game night meetups – See where people congregate to play games with each other. You can take your game to these enthusiastic groups and ask them to test out your game and give you feedback afterward.
  • If you are getting testers’ feedback digitally – After people test the software, if possible, move them to a different computer to fill out your survey or test. Studies show that players will act nicer on the same computer they played a game on, which skews the results.
  • Send your game to a group of 3 people at one time. Any more than that will be too redundant, and you’ll start to get repeated feedback.
  • You can reach out to your Kickstarter/other funding campaign backers and ask them to be playtesters. Send them a special alpha version and ask for feedback. It brings the community together, and makes them feel special and more invested in your game.

Community Management:

  • There is a lot of value in creating a community. It makes the game “evergreen” – it keeps it going all year round.
  • Put yourself out there. Keep yourself accessible in some way. Fans are excited to talk to you! Be ready to shape that community. Even if you are tired of talking about yourself and your story, new people haven’t heard it yet.
  • “Creep” around. Find places where people are talking about your game, and see what they have to say. Learn what their issues with your game are, and find out what you’re doing right.
  • You. Must. Be. Yourself.
  • If someone is angry about your game: “The reason they’re mad is because they care.”
  • Put effort in to rectify problems with your game. Even if you don’t fix the problem, the fact that you tried is important.
  • Discord is a free, good resource for building community.
  • Be available in many places online, and see where the most people gather.

 

And most of all, have fun!

Win $5,000 playing Overwatch at the TooManyGames convention

As seen on Philly.com

 

TooManyGames is back at the Greater Philadelphia Expo Center this weekend with free-to-play arcade games, internet celebrities, tournaments, concerts, industry panel discussions, cosplay, wrestling, and vendors. What first started as a small retro gaming marketplace has expanded into an impressive convention full of activities and guest speakers.

Some of the more well-known guests this year include Philly resident and video-game reviewer James Rolfe (aka the Angry Video Game Nerd), Twitch streamer “Vinny” Vinesauce, and voice actors Charles Martinet and Kenny James, who are behind the famous Nintendo characters Mario and Bowser. You can also see live performances from the Minibosses, GRIMECRAFT, Super Thrash Bros., and more.

Guests

All photos are courtesy TMG’s Twitter page at https://twitter.com/TooManyGames.

The newest big draw? An esports tournament with a $5,000 prize pot.

In the inaugural Fusion Showcase Overwatch esports tournament, up to 16 teams of six players each will meet up and clash on computer screens. The competition is the first amateur game tournament in the Philadelphia area officially licensed by Overwatch creator Blizzard Entertainment. As of press time, there were still spots available for teams.

 

FreeplayGames

Free-play games at the TMG convention in 2017.

“I honestly just really like bringing all different types of gamers together into one place,” said Paul Truitt, who runs the convention with Ryan Schott. “I myself am very into retro gaming and puzzle games, and Ryan’s into esports. We bring all the music and the cosplaying, just bringing all the different types of nerds, basically, into one place is really the main focus and reason that we do it.”

 

CosplayWrestling

Cosplay wrestling at the TMG convention in 2017.

The two work with local charities and organizations to run the show, including Philadelphia’s own J1-Con Anime & Gaming Expo to run the cosplay contest; Nerdvana Games and Comics from Egg Harbor Township, N.J., to run the tabletop gaming events; hunger relief organization Philabundance; ExtraLife, which works with the Children’s Miracle Network Hospitals to provide games to kids in hospitals; and Operation Supply Drop, which sends supplies to American troops overseas. “All of our volunteers are, for the most part, local people,” Truitt said.

Schott is the president of Screenwave Media, a Philadelphia-based company that represents more than 800 video game talents on YouTube and Twitch. “TooManyGames was becoming a bigger and bigger event in Philadelphia, and I decided that I would invest in it,” Schott said, who organized the Overwatch tournament with N3rd Street Gamers.

ConcertSchedule

This year’s TMG concert schedule for 2018.

TooManyGames’ annual Smash Bros. game tournament, Smashadelphia, had more than 400 competitors last year. “It was about being involved with the city, having people with an interest in Philadelphia and Philadelphia gaming, participate in the tournament,” Schott said. This year, Smashadelphia offers a total of $2,500 in tournament winnings. “We’re continuing what we do with Smashadelphia into Overwatch … There are a lot of skilled players that are trying to show that they have what it takes to go to that next level, and I think this is the tournament for them,” Schott said. Other tournaments include Settlers of Catan, Hearthstone and Dragonball FighterZ.

“I have to say, I’m very excited for esports to become a key part of the TooManyGames convention as it continues to evolve as an event that started as a marketplace for retro video games,” Schott said. “It has become a place where gamers of all ages and skill levels could get together to play. I think that the Overwatch event is going to be gigantic. It’s going to be a spectacle, [even] just from the production standpoint. I think most gamers haven’t played on a 60-foot stage.”

CosplayContest

The J1-Con event organizer helps run TMG’s cosplay contest.

 

Register your team for the Overwatch Tournament over at https://www.lobby.gg/event/fusion-showcase. For more TMG info and tickets, visit https://toomanygames.com.

PLAY THIS

TooManyGames

Friday-Sunday, Greater Philadelphia Expo Center, 100 Station Ave., Oaks, Pa., $25-$120, toomanygames.com