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Super Metroid

Teaching the Player p2.2 – More on Reactive vs Planned Gameplay

Previous posts in the Series Teaching the Player

And a link to the part 1

Running for Speed

The Speed Running community is a fantastic example of people who take every opportunity to transition all games from a Reaction to Planned Gameplay. They approach every game with its predefined rules and regardless of how well a game teaches you a mechanic, the speed runners put in the time to perfect the most opportune route and routine in getting from the start to the end of the game. They epitomize the idea of “Reaction Gameplay + Time = Planned Gameplay” by learning all of the inadequacies of the player’s abilities and the gamespace’s rules and manipulating them to get a more optimized path for faster completion, and shaving frames, seconds or even minutes off of runtimes by understanding what can be done by the player and what will happen in the gamespace when the player performs the action.

Continue reading “Teaching the Player p2.2 – More on Reactive vs Planned Gameplay”

Teaching the player: Prelude and First Screens

You know what sucks in a game? Being force fed how you are supposed to interact with the world. You know what also sucks? Not knowing what to do, or knowing exactly what to do and making it nearly impossible to accomplish. There are a myriad of ways this can be done correctly or incorrectly and I’m sure there were active decisions as to why certain designs were chosen, but they all contribute to or take away from the player experience in one form or another and it’s left to a good level designer to understand what works best for their game and how to design the level around making the most out of the player experience.

Continue reading “Teaching the player: Prelude and First Screens”

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