< Return to Video

Breaking Down the Best World in Rayman Legends | Game Maker’s Toolkit

  • 0:02 - 0:05
    Hey. I’m Mark Brown, and this is Game Maker’s
    Toolkit.
  • 0:05 - 0:10
    I’ve done a bunch of videos on my channel
    about platformer level design, but it has
  • 0:10 - 0:15
    almost always been through the lens of Nintendo
    games - which have a pretty reliable formula
  • 0:15 - 0:16
    at this point.
  • 0:16 - 0:21
    Each stage introduces a new gameplay mechanic
    - and that idea is explored through a series
  • 0:21 - 0:23
    of escalating challenges.
  • 0:23 - 0:27
    And then, the mechanic is thrown away - never
    to be seen again.
  • 0:27 - 0:29
    And that’s certainly one way to do it.
  • 0:29 - 0:31
    But, it’s not the only approach.
  • 0:31 - 0:34
    So, let’s take a look at a platformer that
    does things quite differently:
  • 0:34 - 0:39
    Ubisoft’s Rayman Legends.
  • 0:39 - 0:41
    So this game has plenty of unique ideas.
  • 0:41 - 0:45
    But the game’s standout mechanics aren’t
    ditched as soon as they’re developed
  • 0:45 - 0:50
    - instead, they’re often carried through
    an entire world’s worth of levels.
  • 0:50 - 0:55
    In world two, Toad Story, practically every
    level is about updrafts that you can fly in.
  • 0:55 - 1:00
    And in world three, Fiesta de los Muertos,
    a bunch of the levels are about digging through
  • 1:00 - 1:01
    big chunks of cake.
  • 1:01 - 1:09
    But if you ask me, the best example is from
    world four: 20,000 Lums Under the Sea.
  • 1:09 - 1:15
    This world is a sneaky spy thriller, with
    James Bond style music, and stealthy gameplay
  • 1:15 - 1:19
    that’s maybe closer to Splinter Cell than
    Rayman.
  • 1:19 - 1:24
    The main mechanic for this world is the sentry,
    which is a sort of mechanised security system
  • 1:24 - 1:28
    that casts a green light - or red, if Rayman
    gets too close.
  • 1:28 - 1:32
    And if Rayman stays in the red light for too
    long, he’ll be zapped.
  • 1:32 - 1:36
    So it’s all about sneaking past the sentry
    at the right moment.
  • 1:36 - 1:38
    There are ones that flicker on and off.
  • 1:38 - 1:43
    And ones that move, so you need to hide behind
    bits of the level that cut off the sentry’s
  • 1:43 - 1:44
    light.
  • 1:44 - 1:48
    They appear in almost every stage in this
    world, but each level has a unique twist on
  • 1:48 - 1:49
    the idea.
  • 1:49 - 1:54
    They’re introduced in level one, The Mysterious
    Inflatable Island, where you avoid the lights
  • 1:54 - 1:56
    by swimming past them.
  • 1:56 - 2:02
    Then in stage two, The Deadly Lights, we use
    this tiny green guy called Murphy to press
  • 2:02 - 2:05
    buttons and pop up barriers to obstruct the
    sentry’s lights.
  • 2:05 - 2:09
    (This makes more sense if you’re playing
    on a console like the Wii U where you can
  • 2:09 - 2:12
    physically poke, grab and move stuff with
    the touchscreen.
  • 2:12 - 2:15
    It’s a bit janky on the other consoles where
    you just press a button.)
  • 2:15 - 2:16
    Anyway.
  • 2:16 - 2:19
    Stage three, The Mansion of the Deep, is different
    again.
  • 2:19 - 2:24
    The level starts with no sentries, but then
    you hit a power button and must go back through
  • 2:24 - 2:28
    the same rooms but now thinking about stealth.
  • 2:28 - 2:32
    Level four, Infiltration Station, brings back
    Murphy, but now you have full control over
  • 2:32 - 2:37
    the level as you move bits of the stage to
    create cover, or even move the sentries themselves.
  • 2:37 - 2:43
    And then level five, Elevator Ambush, the
    sentries are still present but the stealth
  • 2:43 - 2:48
    gameplay takes a bit of a backseat to a more
    action-packed fist fight against these new
  • 2:48 - 2:49
    frogmen enemies.
  • 2:49 - 2:54
    Because, obviously, there’s more to this
    world than just one mechanic.
  • 2:54 - 3:00
    Level one also introduces us to spiky navel
    mines, and frogmen who fire electrical blasts.
  • 3:00 - 3:06
    Level three adds laser tripwires, giant crushing
    pipes, and two extra underwater creatures:
  • 3:06 - 3:09
    jellyfish and these freaky worm things.
  • 3:09 - 3:12
    And level five adds another enemy type.
  • 3:12 - 3:15
    Plus weird shark guys who throw objects across
    the room.
  • 3:15 - 3:19
    And missiles, which were briefly seen in the
    boss fight from Toad Story.
  • 3:19 - 3:24
    What’s clever is that most of these mechanics
    are introduced on their own, but then go on
  • 3:24 - 3:28
    to appear in tandem with the sentries.
  • 3:28 - 3:30
    Enemies pop up in areas guarded by the sentries.
  • 3:30 - 3:34
    The nightmare worms create fast-moving, and
    oddly-shaped cover.
  • 3:34 - 3:35
    And so on.
  • 3:35 - 3:41
    And then, after five stages of build up, all
    of these ideas come together in the sixth
  • 3:41 - 3:46
    stage, There’s Always a Bigger Fish, which
    is a manic, fast-paced chase sequence that
  • 3:46 - 3:49
    uses almost every mechanic we’ve seen so
    far.
  • 3:49 - 3:53
    There are navel mines, sentries, missiles,
    frogmen, shark dudes, and
  • 3:53 - 3:54
    laser tripwires.
  • 3:54 - 3:59
    And yet, it’s totally doable - simply because,
    the game has spent a lot of time carefully
  • 3:59 - 4:02
    building up this vocabulary of different mechanics.
  • 4:02 - 4:07
    The player has learned what these things look
    like, what they do, and how to deal with them
  • 4:07 - 4:09
    - even at great speed.
  • 4:12 - 4:16
    Because, if you don’t do the necessary prep
    work, the player won’t have the skills to
  • 4:16 - 4:18
    deal with these mechanics when put under pressure.
  • 4:18 - 4:23
    And as an example of this happening, you need
    look no further than Rayman Legends itself.
  • 4:23 - 4:28
    The game’s got these brilliant musical stages
    at the end of each world, but, for whatever
  • 4:28 - 4:33
    reason, they often have slightly different
    mechanics to the rest of the levels - mechanics
  • 4:33 - 4:35
    which haven’t always been fully established.
  • 4:35 - 4:39
    So in Mariachi Madness, you’ll be running
    through the level at breakneck speed and suddenly
  • 4:39 - 4:44
    see a creature that you’ve never seen before
    and need to figure out what that is and what
  • 4:44 - 4:48
    you need to do in a split second and, yeah,
    I didn’t react quickly enough.
  • 4:48 - 4:49
    And that didn’t feel good.
  • 4:49 - 4:54
    So introducing mechanics early isn’t just
    responsible level design - but it also gives
  • 4:54 - 4:59
    players an opportunity feel a sense of flow,
    and mastery - that isn’t halted by trial
  • 4:59 - 5:00
    and error deaths.
  • 5:00 - 5:05
    That stage in 20,000 Lums feels amazing because
    you’re going really fast and nailing all
  • 5:05 - 5:09
    of these challenges - but that’s only possible
    because you’re familiar with everything
  • 5:09 - 5:11
    the level has to throw at you.
  • 5:11 - 5:15
    That level is then followed by a boss fight, and
    then a swim back to the surface for the musical
  • 5:15 - 5:21
    number - taking you full circle, to the island
    you started on in level one.
  • 5:22 - 5:27
    Now. Not every world is like this in Rayman Legends.
  • 5:27 - 5:32
    Some worlds are linked by a theme, like world
    one’s castle, rather than a game mechanic.
  • 5:32 - 5:37
    And there are plenty of one-off ideas, like
    a level about spreading guacamole, and a twisting
  • 5:37 - 5:42
    labyrinth stage, that are thrown away at the
    end of the level - just like a Mario mechanic.
  • 5:42 - 5:47
    But 20,000 Lums demonstrates some real benefits
    to keeping a mechanic around for longer than
  • 5:47 - 5:49
    just one level.
  • 5:49 - 5:52
    It means that idea can be explored exhaustively.
  • 5:52 - 5:56
    The sentries are seen in endless variations,
    and they slowly ramp up in difficulty.
  • 5:56 - 5:58
    They start to move more quickly.
  • 5:58 - 6:00
    The cover gets smaller.
  • 6:00 - 6:02
    They appear in pairs, or mix with other mechanics.
  • 6:02 - 6:07
    And instead of just waiting for an opportunity
    to proceed, you have to move in lockstep with
  • 6:07 - 6:08
    the cover to stay hidden.
  • 6:08 - 6:12
    You’ll see even more variants in the world’s
    secret rooms.
  • 6:12 - 6:16
    And if you want to go for bonus pick-ups like
    coins and kidnapped Teensies, you’ll have
  • 6:16 - 6:20
    to put yourself at risk and deal with even
    more challenging sentries.
  • 6:20 - 6:24
    Keeping a mechanic around also means it can
    appear in much more difficult scenarios - and
  • 6:24 - 6:27
    the player will be able to deal with it - in
    masterful fashion.
  • 6:27 - 6:31
    In Mario, you’ve got to wait until the end-game
    bonus stages to ever face a mechanic in a
  • 6:31 - 6:32
    more tricky set-up.
  • 6:32 - 6:38
    A mechanic can also be a thread to create
    a wider narrative progression for the world.
  • 6:38 - 6:42
    The sentries are prominent at the start of
    20,000 Lums Under the Sea, where Rayman is
  • 6:42 - 6:47
    using stealth to get around - but they disappear
    towards the end as - in classic spy movie
  • 6:47 - 6:51
    fashion - all hell breaks lose for the action-packed
    finale.
  • 6:51 - 6:52
    And finally.
  • 6:52 - 6:55
    And this one might be handy for any indie
    developers watching.
  • 6:55 - 7:00
    It’s also surely a tad more economical to
    keep an idea around for more than one level
  • 7:00 - 7:03
    - than developing 100 different game mechanics.
  • 7:03 - 7:06
    We can’t all be Nintendo, can we?
  • 7:08 - 7:09
    Hey, thanks for watching.
  • 7:09 - 7:14
    I also want to say thanks to Rayman level
    designer Chris McEntee who chatted to me about
  • 7:14 - 7:16
    the creation of this world.
  • 7:16 - 7:21
    I asked him whether the mechanic informed
    the theme, or if the theme lead to the mechanic
  • 7:21 - 7:24
    - and he told me that it was kind of a mix
    of the two.
  • 7:24 - 7:29
    The gameplay team was prototyping the sentry
    and the art team did some Jules Verne style
  • 7:29 - 7:35
    underwater artwork - and these came together
    for a world about sneaking through an underwater base.
  • 7:35 - 7:40
    Apparently there was a real back and forth
    of art and gameplay inspiring each other throughout
  • 7:40 - 7:43
    the creation of Rayman Legends.
  • 7:43 - 7:47
    Chris is now working on the Ori and the Blind
    Forest sequel, meaning I’m even more excited
  • 7:47 - 7:49
    about that game.
Title:
Breaking Down the Best World in Rayman Legends | Game Maker’s Toolkit
Description:

more » « less
Video Language:
English
Duration:
07:49

English subtitles

Revisions