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Feature: 'Designer's Notebook: Multi-Level Gameplay'

In one of today's main Gamasutra features, this month's Designer's Notebook features veteran columnist Adams' thoughts on multi-level game design, and sees him discussing...

Simon Carless, Blogger

January 30, 2006

1 Min Read
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In one of today's main Gamasutra features, this month's Designer's Notebook features veteran columnist Adams' thoughts on multi-level game design, and sees him discussing video games with different gameplay modes, one of which is conceptually inside another. As Adams explains in his introduction to this entertaining column: "'Level' has to be the most overloaded word in the game development lexicon. We've got character levels, difficulty levels, level design, tech-tree levels, recursion levels in programming, and so on. Computer games are full of numbers, so almost anything with a quantitative value can be said to have a “level” of some kind or another." He goes on to note of multi-level games: "In war games, this idea is usually implemented as a global mode, in which the player makes strategic decisions about an entire campaign, and a local mode, in which the player fights a battle in a limited region of the overall game world. It doesn't have to be about war, though. In my game design workshops I often give people the challenge of designing a game about running the CIA. Many teams decide that running the CIA is a lot of boring political desk work, so they include a second mode as well that involves actually going out on missions." You can read the full Gamasutra feature on the subject, including plenty more on the intricacies of multi-level titles (no registration required, please feel free to link to the article from external websites).

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2006

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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