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Hey. I’m Mark Brown, and this is Game Maker’s
Toolkit.
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I’ve done a bunch of videos on my channel
about platformer level design, but it has
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almost always been through the lens of Nintendo
games - which have a pretty reliable formula
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at this point.
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Each stage introduces a new gameplay mechanic
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of escalating challenges.
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And then, the mechanic is thrown away - never
to be seen again.
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And that’s certainly one way to do it.
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But, it’s not the only approach.
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So, let’s take a look at a platformer that
does things quite differently:
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Ubisoft’s Rayman Legends.
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So this game has plenty of unique ideas.
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But the game’s standout mechanics aren’t
ditched as soon as they’re developed
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- instead, they’re often carried through
an entire world’s worth of levels.
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In world two, Toad Story, practically every
level is about updrafts that you can fly in.
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And in world three, Fiesta de los Muertos,
a bunch of the levels are about digging through
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big chunks of cake.
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But if you ask me, the best example is from
world four: 20,000 Lums Under the Sea.
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This world is a sneaky spy thriller, with
James Bond style music, and stealthy gameplay
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that’s maybe closer to Splinter Cell than
Rayman.
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The main mechanic for this world is the sentry,
which is a sort of mechanised security system
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that casts a green light - or red, if Rayman
gets too close.
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And if Rayman stays in the red light for too
long, he’ll be zapped.
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So it’s all about sneaking past the sentry
at the right moment.
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There are ones that flicker on and off.
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And ones that move, so you need to hide behind
bits of the level that cut off the sentry’s
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light.
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They appear in almost every stage in this
world, but each level has a unique twist on
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the idea.
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They’re introduced in level one, The Mysterious
Inflatable Island, where you avoid the lights
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by swimming past them.
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Then in stage two, The Deadly Lights, we use
this tiny green guy called Murphy to press
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buttons and pop up barriers to obstruct the
sentry’s lights.
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(This makes more sense if you’re playing
on a console like the Wii U where you can
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physically poke, grab and move stuff with
the touchscreen.
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It’s a bit janky on the other consoles where
you just press a button.)
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Anyway.
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Stage three, The Mansion of the Deep, is different
again.
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The level starts with no sentries, but then
you hit a power button and must go back through
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the same rooms but now thinking about stealth.
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Level four, Infiltration Station, brings back
Murphy, but now you have full control over
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the level as you move bits of the stage to
create cover, or even move the sentries themselves.
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And then level five, Elevator Ambush, the
sentries are still present but the stealth
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gameplay takes a bit of a backseat to a more
action-packed fist fight against these new
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frogmen enemies.
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Because, obviously, there’s more to this
world than just one mechanic.
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Level one also introduces us to spiky navel
mines, and frogmen who fire electrical blasts.
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Level three adds laser tripwires, giant crushing
pipes, and two extra underwater creatures:
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jellyfish and these freaky worm things.
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And level five adds another enemy type.
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Plus weird shark guys who throw objects across
the room.
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And missiles, which were briefly seen in the
boss fight from Toad Story.
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What’s clever is that most of these mechanics
are introduced on their own, but then go on
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to appear in tandem with the sentries.
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Enemies pop up in areas guarded by the sentries.
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The nightmare worms create fast-moving, and
oddly-shaped cover.
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And so on.
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And then, after five stages of build up, all
of these ideas come together in the sixth
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stage, There’s Always a Bigger Fish, which
is a manic, fast-paced chase sequence that
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uses almost every mechanic we’ve seen so
far.
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There are navel mines, sentries, missiles,
frogmen, shark dudes, and
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laser tripwires.
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And yet, it’s totally doable - simply because,
the game has spent a lot of time carefully
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building up this vocabulary of different mechanics.
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The player has learned what these things look
like, what they do, and how to deal with them
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- even at great speed.
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Because, if you don’t do the necessary prep
work, the player won’t have the skills to
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deal with these mechanics when put under pressure.
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And as an example of this happening, you need
look no further than Rayman Legends itself.
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The game’s got these brilliant musical stages
at the end of each world, but, for whatever
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reason, they often have slightly different
mechanics to the rest of the levels - mechanics
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which haven’t always been fully established.
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So in Mariachi Madness, you’ll be running
through the level at breakneck speed and suddenly
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see a creature that you’ve never seen before
and need to figure out what that is and what
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you need to do in a split second and, yeah,
I didn’t react quickly enough.
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And that didn’t feel good.
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So introducing mechanics early isn’t just
responsible level design - but it also gives
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players an opportunity feel a sense of flow,
and mastery - that isn’t halted by trial
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and error deaths.
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That stage in 20,000 Lums feels amazing because
you’re going really fast and nailing all
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of these challenges - but that’s only possible
because you’re familiar with everything
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the level has to throw at you.
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That level is then followed by a boss fight, and
then a swim back to the surface for the musical
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number - taking you full circle, to the island
you started on in level one.
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Now. Not every world is like this in Rayman Legends.
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Some worlds are linked by a theme, like world
one’s castle, rather than a game mechanic.
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And there are plenty of one-off ideas, like
a level about spreading guacamole, and a twisting
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labyrinth stage, that are thrown away at the
end of the level - just like a Mario mechanic.
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But 20,000 Lums demonstrates some real benefits
to keeping a mechanic around for longer than
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just one level.
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It means that idea can be explored exhaustively.
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The sentries are seen in endless variations,
and they slowly ramp up in difficulty.
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They start to move more quickly.
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The cover gets smaller.
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They appear in pairs, or mix with other mechanics.
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And instead of just waiting for an opportunity
to proceed, you have to move in lockstep with
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the cover to stay hidden.
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You’ll see even more variants in the world’s
secret rooms.
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And if you want to go for bonus pick-ups like
coins and kidnapped Teensies, you’ll have
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to put yourself at risk and deal with even
more challenging sentries.
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Keeping a mechanic around also means it can
appear in much more difficult scenarios - and
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the player will be able to deal with it - in
masterful fashion.
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In Mario, you’ve got to wait until the end-game
bonus stages to ever face a mechanic in a
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more tricky set-up.
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A mechanic can also be a thread to create
a wider narrative progression for the world.
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The sentries are prominent at the start of
20,000 Lums Under the Sea, where Rayman is
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using stealth to get around - but they disappear
towards the end as - in classic spy movie
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fashion - all hell breaks lose for the action-packed
finale.
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And finally.
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And this one might be handy for any indie
developers watching.
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It’s also surely a tad more economical to
keep an idea around for more than one level
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- than developing 100 different game mechanics.
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We can’t all be Nintendo, can we?
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Hey, thanks for watching.
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I also want to say thanks to Rayman level
designer Chris McEntee who chatted to me about
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the creation of this world.
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I asked him whether the mechanic informed
the theme, or if the theme lead to the mechanic
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- and he told me that it was kind of a mix
of the two.
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The gameplay team was prototyping the sentry
and the art team did some Jules Verne style
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underwater artwork - and these came together
for a world about sneaking through an underwater base.
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Apparently there was a real back and forth
of art and gameplay inspiring each other throughout
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the creation of Rayman Legends.
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Chris is now working on the Ori and the Blind
Forest sequel, meaning I’m even more excited
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about that game.