The rule of three is used in many things, from film and literature to comedy and religion yet is something that I had never really consider before when designing levels and game mechanics. It wasn’t until I was reminded of the rule at a workshop on how to do successful presentations that I even considered its uses in games design and consequently ended up fascinated with the number and the constraints it gave me when designing challenges, tasks and pacing in my games.
I have recently been working on an iPhone title where the player controls aspects of the environment to create a safe path for a character to reach his goal. Now although the idea itself and the mechanic had proven to be fun and entertaining I hadn’t really thought about it as a structured game yet and with this simple idea plaguing my mind I decided to use the rule of three to structure the game on various different levels. The first structural problem I tackled was that of the levels themselves, I wanted to create an experience that was humorous, fun and bite-sized so players could easily pick it up, have a go at a challenge then put it down again, ideal for people on the move.
So I set about playing with the rule of three and placing constraints on the game. I structured each level into three parts as follows:
- The player has a certain amount of unseen time to survey the environment to understand the structures that they can interact with and try and figure out the idea of the puzzle.
- The player then gets notified that the character is about to set off from the starting area. Here a timer appears and the player can now interact with the objects in the level to form a safe pathway.
- When the time is up the character will start to walk along a linear path through the level. Players can still interact with the level but will have the added pressure of the character moving through it. If the player is successful, the character will reach the goal.
- An original point of interest that would draw the player to the origin of the puzzle. If there were multiple puzzles in the level each puzzle would need an origin point of interest.
- The origin point would need to lead onto a mid puzzle point. This would need to be obviously linked with the origin point but not in a way that solves the puzzle out right. For example if you needed a seesaw type apparatus to help the character reach a higher level, the origin point could be the pivot and the mid puzzle point could be the plank. Useless on their own until the third part of the puzzle is involved.
- A final puzzle point that would bring the puzzle together in a way that allows the player to see how it solves the original dilemma. Using our seesaw example it would be something that would weigh one side of the seesaw down to create a ramp allowing the character to reach the desired higher level.
- As we know through the level plan that there is a point in each level where players can interact with objects. These objects are often moved, levitated or destroyed to aid the characters progression.
- Sometimes when these objects are moved cogs will appear that can be tapped and collected.
- These cogs can then be used to unlock new rescue missions for your character to go on. This gives the game longevity and challenge.
- A main menu screen that gives an overview of the game and a general feel to the player as well as three options. Play, Quit, Options.
- A level select screen that can be navigated easily to see the various different rescue missions on offer as well as levels that are locked to the player till they gather enough coins.
- An option screen that allows the player to change the music volume, sfx volume and other aspects of the game.
1 comment:
Interesting stuff man! :D I like how you've structured your article in 3's, fitting the theme and subject matter of the article itself.
Very interestingly, I also did a "Rule of Three" post a while back. The term was coined by the lead designer on my first project, but was largely explained as a negative to be avoided. If you will, designers have a tendency to make you collect 3 things, press 3 buttons, repeat a boss pattern 3 times.. in a way, it's forced repetition. He suggested perhaps that if the input was not changing, maybe once, was enough?
In the spirit of your more positive interpretation though, it's interesting to note during a recent project a level had you do something FOUR times and I requested of the designer it be reduced to 3, because frankly, I just expected it to be finished on the 3rd time, out of instinct. Once you go past 3, it's like, "yikes, now I have no idea how many times I have to do this.." An instant discomfort.
Three is indeed, the magic number ;) Congrats on all your Gamasutra features btw!
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