Article / 11 June 2023

Game Environment Art theory. SINGLE-PLAYER MAP


Any playable level, in contrast to standalone scenes, includes gameplay mechanics, scripted events, obstacles, and objectives for the player to complete. This can be a single-player or a multiplayer map.

The definition of a single-player level is quite simple. It refers to a level designed to be experienced by a single player. Typically, it is constructed with specific objectives, challenges, and gameplay elements tailored for solo play.

Single-player levels often contribute to the overall storyline or progression of the game, providing a focused and immersive experience for individuals playing on their own.


Let's recap from one of my previous posts about PAPERMAP

"...Single-player map experience revolves around a storyline and objectives for the player to accomplish. The key question to ask here is what actions does the player need to take to advance to the next location or mission and move the story forward? The story is a vital aspect of single-player games and often dictates the gameplay of each level. The design tends to be very linear, where the player progresses from point A to point B within the environment, with some variations possible through alternative routes. In open-ended world games, the player still has a goal and location to reach to advance the story, but they are given the freedom to approach it on their own terms. When designing single-player maps, there is no need to choose a game mode or gametype, as the focus is on moving the story forward. The top-down layout for single-player maps is created using an already defined storyline, objectives, obstacles, and set pieces from an earlier chapter..."


Single-Player Map Layout

So far, the main point is that single-player map level design revolves around story, progression, and exploration.

When creating layouts for single-player maps, there are several approaches you can take. You can start by focusing on pathway routes, specific sections or areas of the map, the boundaries of the map, or even a focal point that stands out. The key is to start with the layout that you have the most clarity on and build from there.

The most important thing to keep in mind for single-player layouts are storyline beats. There are specific story plot elements that you have to implement in the level, as dictated by the game's script.

Top-down layouts for playable levels will include elements such as:

• Boundaries of the world 
• Spacing of the environment 
• Boundaries of the map 
• Player spawn locations 
• Item placement 
• Weapon placement 
• Player pathways 
• Alternative routes 
• Cover 
• Choke points or various confrontational battle areas 
• Sight lines 
• Starting and ending areas of the map 
• Landmark/focal point locations 
• Level progression 
• Objectives, obstacles and set piece positions (scripted events) 
• Friendly or enemy AI locations 
• Storyline plot points 
• Placement of buildings, objects, and landscape

Designing playable levels requires careful consideration and the ability to anticipate all possible approaches players may take. It involves addressing concerns such as balance, skill requirements, strategic elements, flow, and pacing. Achieving these aspects often requires multiple iterations and thorough gameplay testing.

Illustration from the book "Preproduction Blueprint" By Alex Galuzin


Strategy, Skill and Challenge

One more thing I want to mention in this post.

Strategy, skill, and challenge are challenging gameplay concepts to define. The idea is to create a playable level that empowers the player to:

  • Choose a strategy for how they want to approach a specific area
  • Execute that strategy
  • Maintain a level of challenge that is neither too easy nor too frustrating for the player
  • Provide satisfaction when that strategy is successfully executed


Strategy is a plan of action or a decision regarding what the player wants to do in a given situation.

When it comes to this section of the map, players get to decide how they want to approach it strategically. Depending on how the level is designed, they might have just one choice or multiple options. They can choose whether to confront the challenges head-on or avoid them altogether. It's up to the players to decide which strategy they want to use, giving them a bit of freedom to shape their gameplay experience. If the player decides to engage the enemy, then the environment needs to support that with proper cover, interesting AI placement, weapons, ammo, power-ups. If the player decides to hide in the shadows, use cover and sneak around, then the level should also support that option. Sure, the game mechanics determine what actions the player can or cannot take, but regardless of that, the end result is consistent. The player is faced with a challenge that they must overcome.

Key: Give the player multiple options for how they want to approach a given situation.


Skill is the player's execution of that strategy.

Skill is derived from how well the player executes their chosen approach. It frequently stems from experience gained by playing the game and becoming familiar with its mechanics. This can manifest as proficiency with a specific weapon, accurate aiming, or knowledge of optimal hiding and sneaking spots within the map. Skill is the player's capability to triumph over obstacles by utilizing their abilities effectively.

Key: Give the player necessary tools (weapons, items, etc.) to execute the plan with their own experience.


Challenge is how difficult the obstacle is.

It can't be too easy and it can't be frustrating or impossible to overcome. Key: Provide an obstacle that is difficult yet achievable. It should be satisfying to overcome the obstacle and move on to the next one.

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To grasp and integrate these three elements into your map effectively, it's crucial to have a deep understanding of the game you're designing for. This entails having extensive experience playing the game itself or other games with similar mechanics. So, during production, it is important to consistently test and iterate the gameplay layout to attain the right balance and seamless integration of strategy, skill, and challenge, especially in the early stages of map development.


Also…

In single-player maps, it's desirable to gradually ramp up the difficulty of each objective. This can involve introducing environmental obstacles, engaging in challenging enemy AI battles, or solving puzzles. It's not an easy task, but with proper planning, it is achievable to increase complexity, introduce new player abilities, weapons, and power-ups, all while maintaining focus on the storyline. However, the topics of flow and pacing are extensive and better suited for a future post.