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  • Level Design Principles: Familiarity

    [05.09.19]
    - Mateusz Piaskiewicz
  • Hello fellow level artists and designers! I recently recorded a podcast about one of the core design principles I use every day - the familiarity principle. You can find it here: https://www.youtube.com/watch?v=Pfnm3t54LMY

    For all of you that want to go through the text instead of listening, here are some rough bullet-point notes:

    What is a design principle

    A design principle is usually a simple word like "Simplicity" or short sentence like "Less is more". These words are containers for something usually bigger, some kind of design wisdom, like a good practice or a set of design rules.

    How to use design principles

    Principles can be used to make a better design decision or validate ideas. When thinking about, let's say a principle called "Simplicity", it brings multiple questions to my mind like "Can I simplify this space?" or "Is there something I can remove from the layout?".

    Principles do a great favor in helping with team communication. With clearly defined principles in the team, communication is way more efficient. When we talk about "Familiarity", every team member is on the same page with what is required, what should be tested and so on. This may lead to better team productivity and eventually better game quality.

    How does familiarity work?

    By injecting familiar experiences, designers can bring positive memories. Familiar faces and facial expressions, sounds or spaces give players the "I know that!" moment. That feeling is similar to a positive result of pattern recognition, feeling of finding a solution or having an answer to a question. It sets players in a more positive, excited state. In psychology, we could say that the player is getting a reward. Not literally a treasure or badge but a positive feeling that makes him want more because it feels good.

    When players are in a positive state of mind, they are less worried about the unknowns, more in control, willing to take risks and being more creative. What's more, positive players are more immune to failure and frustration. It means that if familiarized and positive players will encounter a bumpy experience or frustration, they will approach it with a more forgiving mindset, due to their positive past experiences.

    When a player is neutral or negative about the game, frustrating moments can hit the experience stronger because there's no relationship established between players and the game. This attitude may reflect in play time, game score and review or willingness to come back to the game.

    What is familiar for one player, might be confusing for another

    For one player, familiarity might bring positive memories but for the other one, that experience will be neutral or - in the worst case - it can confuse and bring misunderstanding. Designers need to be aware that the familiarity principle always resonates with a certain percentage of the audience, not with everyone. Designers need to prepare special things just for newcomers.

    Familiarity is everywhere

    Familiarity gives players a well-known starting point so they can be more confident in the face of upcoming unknowns. That's why it makes sense to hire a famous actor to your game, reference a well-known cultural event or license popular music for your game's soundtrack. A lot of creative products are built on already established and familiar motifs.

    Mark Rosewater calls that "piggybacking" - using players' existing knowledge to make our job easier. For example, games can reference military uniforms, vehicles, locations or architecture. This also applies to game design. We can use what genre has already established, for example, certain rules or controls mappings. This will give players a head start.

    I'll quote Mark Rosewater again - "never fight human nature". When genre conventions are well established and liked, or the player is very familiar with something, changing that is risky. It sounds limiting but think about this in that way: by knowing this rule, you can intentionally break it to consciously innovate.

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