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154 Introduction to Video Game Design
also helps teach the player how to properly play the game. The first level is easy so the player can
learn how to use the controls and discover the moves needed to play the game. In the second level,
more challenges are added and the level is slightly more difficult than the first. Each level continues
to add more difficult challenges until the final level, which should be the most difficult to complete.
When creating difficulty, remember the ultimate goal of the player is to defeat the game by
achieving the victory condition. There is a progression of challenges that lead to the victory
condition. Atomic challenges are the smallest possible challenges. This term comes from the
atom, which is the smallest particle of an element. Atomic challenges are simple, like jumping a
hole or hitting a target. By combining atomic challenges, sub-missions are created.
Sub-missions are tasks that need to be completed in the game. A sub-mission might be
collecting 100 coins, finding a key, or other in-game challenges. All of the sub-missions combine
to form a game mission. A mission is a combination of sub-missions needed to complete a
major set of tasks within the game. A mission is often completing a game level from beginning
to end. For example, a mission might be to destroy all enemies on the level and collect supplies
needed for advanced levels. After completing all of the missions, the game is over and the player
is victorious. This is the final victory condition that ends the game.
In addition to understanding skill progression and challenges, the designer must understand
the emotion of the player. In some cases, the player might get frustrated trying to defeat an
enemy or overcome an obstacle. The player will likely stop playing if the character repeatedly
dies and the player has to start over from the beginning. Repeating the same tasks over and over
again gets boring. Additionally, the feeling of joy from defeating a powerful enemy might be short-
lived if the player later does something that requires battling the same enemy again. To avoid
these conditions, designers use checkpoints and bonus lives. A checkpoint is a saved location
in the game from where the player can restart if the character dies. A bonus life is often used as
a reward for the player taking the risk of battling powerful enemies or achieving a certain score.
Together, checkpoints and lives allow the player to test different strategies in the game through
trial and error. Eventually, the player can learn the correct choices to achieve victory.
A designer needs to understand how to properly build challenge throughout the game.
Each atomic challenge, sub-mission, and mission must meet the needs of the game and provide
adequate reward. Taken together, these challenges must also be appropriate to the age and skill
of the target audience. Finally, these challenges must build throughout the game to teach the
player and allow for skill building. Every game should be made so a player can eventually build
enough skill to make it to the end and achieve the victory condition. In the end, a player should
have enjoyed the game and not feel frustrated.
Review Questions and Activities
Vocabulary Questions
Write a defi nition for each of the terms listed below.
1. challenge: __________________________________________________________________
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2. immersion: _________________________________________________________________
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