[Music] hi guys I hope you're okay I hope you survived the first day today we're going to go a bit more into level design one thing everybody knows about serus games is that all players improve well nearly all players uh players playing cards will get better and better players playing chess will be become Masters etc etc etc and game designers need to adapt to the fact that players improve if it's too easy the player will be bored if it's too difficult the player will give up now it's easy to say that but when you consider
that the player is improving permanently what was easy at the beginning becomes very very easy and what was difficult becomes easy the player is always improving so one of the challenges we're going to look into today is how to follow how to adapt to players that are improving all the time a good example of game levels would be Rubik's cube when you start playing with a Rubik's Cube you resolve one color when you become a a a Rubik's Cube Master you're able to put all the colors together well it's the same with uh level design
where a game is uh has to be easy at the beginning and add handicap or add danger or add something or add more information as the player improves to help you with level design you you should think about your feedback feedback is something easy to understand for example in chess black and white squares make it very easy for players to move their pawns following the board in nature there's a lot of good design for example flowers attract attention animals sometimes camouflage in a very effective way all this has to do with feedback and with providing
information to players to people that is very easy to understand feedback is has all to do with designing information easy to understand good examples of well organized feedback is for example the addition of handicaps as the player plays the game becomes more and more difficult speed is often used by video games to make the game more and more difficult if you take the example of Tetris as you go the jigsaw pieces fall down more and more rapidly something very important about feedback is to make sure the feedback is not randomly distributed uted good feedback that
makes you progress that makes you improve is not feedback that you don't understand you need to understand the feedback to progress chance does not help you progress chance is random feedback and we'll look at it later but it's not the type of feedback you have to focus on to make the player progress chance is random feedback you don't know when you'll be lucky or when you'll be unlucky chance has to do with level design not with progress but with engagement chance is motivating or demotivating for example when you take Monopoly the chance cards can make
your life easier or more difficult so chance stimulates the game by rebalancing the positions of each player it may sound difficult to uh design levels and maybe you won't have enough time to design design many levels the best way to proceed is perhaps just to design two levels a level that helps the player enter the game and then a second level that uh helps the player progress improve