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Pablo Rodriguez

Gating

  • Types of Gates
  • Inventory/Key Gate

    • Requires specific item to progress
    • Must prep player about needed item
    • Can approach from:

      Finding key first Finding door first (more frustrating but rewarding)

  • Exploration Gate

    • Makes player look around area
    • “Stops progress until area fully explored”
  • Player Gates

    • Skill Gate

      Based on player ability/mastery Combat/platforming challenges

    • Ability Gate

      Based on character abilities Example: Double jump, grappling hook

  • Knowledge/Puzzle Gates

    • Puzzle: Can solve when reached
    • Knowledge: Requires prior info

      Diegetic: In-game knowledge Non-diegetic: Player’s real knowledge

  • Other Gate Types

    • Narrative: Must experience story/cutscene
    • Time: Based on time passage/specific moments
    • Emotional: Confront player feelings
    • Success: Complete specific achievement
  • Gate Mechanics
  • Shortcuts

    • Opens after gate cleared
    • “Don’t force repeated gate clearing”
  • Valves

    • One-way gates
    • “Be careful not to block incomplete areas”
  • Example Level Implementation
  • Narrative gate: Guard interaction
  • Inventory gate: Misdirect area
  • Ability gate: Traversal section
  • Skill gate: Boss fight
  • Valves: One-way cliff descent

Gating mechanisms control player progression while maintaining engagement. Strategic placement of different gate types creates structured gameplay flow while avoiding frustration.