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Wednesday, April 15, 2009

BORING! -> These are the Stats We Track, We Track -> EXCITING!

Linear level progression is really boring from a meta-game perspective:



You complete level 1 to get to level 2. You complete level 2 to get to level 3. You complete level 3 to get to level 4. And so forth. And so on. Not too bad, if the low-level gameplay is interesting. But in many instances, you can improve the whole experience by offering a good game-atop-a-game. Give players the ability to circumvent the standard level progression by being creative. That's why we track a number of stats above and beyond level completion:

  • Experience Points
  • Total Jumps
  • Total Successful Jumps
  • Total Failed Jumps
  • Total Megapoints
  • Total Kisses Ever
  • Total Hugs Ever
  • Total Distance Fallen
  • Total Plates Hit
What if the player could use these to advance in a number of different ways?



They move from Trainer Tower to I Forgot My Parachute by completing the former. From there, they can go through each level linearly. But they saw that they could unlock Aaaaa!!! by getting 10,000 kisses, there's a chance to make a decision -- and that's fun.

4 Comments:

  • Will stats and level trees be visible to the player? Or just one and not the other? Or neither of them? Some people like to look at stats, but it'd be neat to make every playthrough a bit different by surprise.

    By Blogger jack, At April 18, 2009 at 2:26 PM  

  • > Will stats and level trees be visible to the player?

    Yes! Here's how we're basically doing that now:

    http://www.synthscribe.com/media/shot928.jpg

    By Blogger Ichiro Lambe, At April 18, 2009 at 2:52 PM  

  • I think your game looks amazingly fun. You're surely heading into the right direction and I have no complaints! Keep up the great work! :)

    By Anonymous Anonymous, At April 19, 2009 at 8:35 PM  

  • Thanks, Michael! :) Development has been really fun so far, and I hope it's as fun to play.

    By Blogger Ichiro Lambe, At April 20, 2009 at 11:14 PM  

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