Change Route
Advanced Level Route Design Methods
Section titled “Advanced Level Route Design Methods”- Three ways to change basic routes:
- Parallels
- Misdirects
- Loops
- Parallels
- “Two different paths from A to B along same trajectory”
- Path differences can be:
- Ecosystem/biome (high vs low elevation)
- Gameplay types (swimming vs climbing)
- Most effective when:
- Both paths visible at start
- Can see alternate path while progressing
- Both lead to same endpoint
- Misdirects
- “Stops expected route at last moment”
- Forces alternate path to destination
- Benefits:
- Surprises player
- Changes player expectations
- Often switches gameplay style
- Best used near level end
- Loops
- “Path that returns to starting point”
- Two scales:
- Macro: Entire level forms loop
- Like Uncharted levels
- Micro: Small section loops back
- Macro: Entire level forms loop
- Usually mixed with other paths
- Benefits:
- Adds content while reusing assets
- Creates narrative opportunities
- Allows new gameplay types
- Example Level Application
- Start: Guardhouse to Abbey with Lakeside branch
- Added elements:
- Parallel: River path vs cliff face
- Misdirect: Broken bridge forces alternate route
- Loop: Around lake area
Route variation methods provide ways to create engaging player experiences while managing resources and expectations. Each technique serves different purposes in level flow and player engagement.